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Doxkid
2022-03-02, 09:34 PM
Uchiha Warrior/Sharingan Warrior
https://upload.wikimedia.org/wikipedia/commons/thumb/b/be/Sharingan_triple.svg/480px-Sharingan_triple.svg.png
Alignment: Any, usually Chaotic
Hit Die: d8
Skill Points: 4 + Int (x4 at 1st level)

Level
BABFortReflexWillSpecial

1st
+0
+0
+2
+2Improved Unarmed Strike, 1 Sharingan Tomoe, 1st Sharingan Path

2nd
+1
+0
+3
+3Flurry of Blows, Perfect Insight (Detect Magic)

3rd
+2
+1
+3
+3Enduring Flame

4th
+3
+1
+4
+4Track, Uncanny dodge

5th
+3
+1
+4
+4Fireball Technique

6th
+4
+2
+5
+5Evasion

7th
+5
+2
+5
+52 Sharingan Tomoe, 2nd Sharingan Path

8th
+6/+1
+2
+6
+6Perfect Insight (See Invisibility)

9th
+6/+1
+3
+6
+6Iron Mind

10th
+7/+2
+3
+7
+7Grand Fireball Technique

11th
+8/+3
+3
+7
+7Greater Flurry of Blows

12th
+9/+4
+4
+8
+8Improved Uncanny Dodge, Swift Tracker

13th
+9/+4
+4
+8
+83 Sharingan Tomoe, 3rd Sharingan Path

14th
+10/+5
+4
+9
+9Perfect Insight (Arcane Sight)

15th
+11/+6/+1
+5
+9
+9Imperial Fireball Technique

16th
+12/+7/+2
+5
+10
+10Internal Flame

17th
+12/+7/+2
+5
+10
+10Blossoming Phoenix Flower Technique

18th
+13/+8/+3
+6
+11
+11True Flame

19th
+14/+9/+4
+6
+11
+11Ocular Ascension

20th
+15/+10/+5
+6
+12
+12Majestic Destroyer Flame, Perfect Insight (True Seeing)


Class Skills:
The Uchiha Warrior's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Class Features:
Weapon and Armor Proficiency
A Uchiha Warrior is proficient with all simple weapons, plus the bastard sword, javelin, kama, kukri, longsword, nunchaku, sai, short sword, shuriken, and siangham. Uchiha Warriors are not proficient with any armor and shields

Improved Unarmed Strike (EX): At first level you receive 'Improved Unarmed Strike' as a bonus feat. Unarmed Attacks may be made with either fist interchangeably or even from elbows, knees, and feet, allowing you to even make Unarmed Strikes with your hands full. Usually these Unarmed Strikes deal lethal damage but you can choose to deal nonlethal damage instead with no penalty on your attack roll; this option is also available while grappling.

Treat your Unarmed attacks as both natural and manufactured weapons for purposes of spells and effects that can enhance either type of attack. You may make an off hand attack with an Unarmed Strike.

Sharingan
The Sharingan is the most iconic ability of the Uchiha bloodline. At 1st level you awaken the first Tomoe of your Sharingan and officially step onto the path of a Uchiha Warrior, gaining the benefit of one Sharingan Path and acquiring a Caster level equal to your Level. Uchiha Warriors only gain access to an ability within a Sharingan Path when they have access to that Sharingan Path and their Sharingan Caster Level equals or exceeds the minimum required for that ability. A Blind Uchiha Warrior loses access to all abilities granted by, or dependent on, their Sharingan while Blind.

In addition to the Sharingan Path chosen you also gain a (1 + HD/3) Bonus to Search, Spot, and Survival skills.

Taking the Imitation path grants you limited power over Arcane Magic.

As an Imitation Path Uchiha you learn, cast, and prepare arcane spells chosen from the Wizard/Sorcerer spell list as a Wizard does except you may use both traditional spellbooks and your Sharingan Eyes when recording and preparing spells. Count each of your Sharingan as an individual spellbook with each Sharingan possessing (HD + Charisma Score) ‘pages’; recording a spell into a Sharingan fills one ‘page’ per level of the spell, or directly fills one ‘page’ if that spell is a cantrip. The number of 'pages' in a Sharingan automatically increase and decrease 24 hours after a significant change to your Hit Dice or Charisma Score. Should you ever lose pages in a Sharingan you must choose which spell recorded in that Sharingan eye you lose the ability to prepare, but you do not need to 'erase' that spell from that Sharingan eye; should you later increase the number of pages in that Sharingan Eye you immediately regain the ability to prepare the relevant spell again.

Recording new spells into a Sharingan requires the use of expensive incense which are burned in the process but the process and cost is otherwise identical to a wizard copying spells into their spellbook. Alternatively you may record a spell into a Sharingan without expending any expensive materials by studying the spell and then becoming Blind in that eye for one day per page the spell would occupy; this process does not do any permanent damage to you or your eyes and is, in all regards other than cost and time consumed, identical to the normal process of recording a new spell into a spellbook or into a Sharingan.

As an Imitation Uchiha you may “lose” any prepared spell to spontaneously cast a spell that is recorded in both of your Sharingan; the “lost” spell must be the same spell level or higher than the spell being cast spontaneously. Casting a spell Spontaneously in this way may be done up to (1 + HD/2) times per day.

To prepare or cast a spell you must have an Charisma score of at least (10 + the spell level). The Difficulty Class for a saving throw against Imitation Path spells are (10 + spell level + Charisma Bonus). The Imitation Uchiha’s spells per day are noted on the following table and you gain bonus spells for a high Charisma score, just as a Sorcerer would.




Caster
Level

0th
1st
2nd
3rd
4th



1
2
1
-
-
-



2
3
1
-
-
-



3
3
1
-
-
-


4
3
2
1
-
-



5
4
2
1
-
-



6
4
2
1
-
-



7
4
3
2
1
-



8
5
3
2
1
-



9
5
3
2
1
-



10
5
4
3
2
1



11
6
4
3
2
1



12
6
4
3
2
1



13
6
5
4
3
2



14
7
5
4
3
2



15
7
5
4
3
2



16
7
6
5
4
3



17
8
6
5
4
3



18
8
6
5
4
3



19
8
7
6
5
4



20
9
7
6
5
4


2nd Tomoe: Upon gaining your 2nd Tomoe you access some of the natural Uchiha talent for certain spells. You may now learn and cast Illusion, Enchantment, and Fire-descriptor spells as if these spells were one level lower than their usual spell level, to a minimum of 0th level. The DCs and effects for these spells remain as they would be if cast at their usual spell level; the Arcane Strike feat grants benefits as if these spells were the usual level, and so on. This stacks with other spell level altering effects.

3rd Tomoe: Upon gaining your 3rd Tomoe your mastery of your favorite spells has progressed beyond normal limits. You now cast spells that are recorded in both of your Sharingan eyes as if they were one level lower than their usual spell level, to a minimum of 0th level. The DCs and effects for these spells remain as they would be if cast at their usual spell level; the Arcane Strike feat grants benefits as if these spells were the usual level, and so on. This stacks with other spell level altering effects such as the effect of your 2nd Sharingan; a Fireball spell recorded in both of your eyes could be cast from a 1st level spell slot, but have the DC of a 3rd level spell.


Taking the Evil Eye path grants you an powerful advantage against enemies dependent on visual perception; as an Evil Eye Uchiha you gain a (HD * 5) foot range Gaze Attack which automatically renders all enemies possessing normal vision, Low Light Vision, or Dark Vision that face toward you in a particular round Sickened for 1 round. There is no Saving Throw against this effect, though enemies that successfully injure you are immune to this aspect of your Evil Eye for 1 Hour or until they fail a saving throw against one of your Evil Eye Techniques, whichever comes first.

As a Fullround Action you may focus your ocular power upon enemies within range of your Gaze Attack and attempt to apply an Evil Eye Technique to them; the Table below indicates what at what Evil Eye Caster Level you gain access to each Evil Eye Technique, and how many enemies you may target with that effect. In addition to the base number of targets for each Evil eye Technique you also gain bonus targets for a high Charisma score, just as a Sorcerer would gain bonus spells for a high Charisma Score; each Evil Eye Technique's equivalent spell level is listed below the technique's description. Regardless of how many different Evil Eye Techniques have learned you may only use a single Evil Eye Technique in a given turn; for example, should you attempt to Fascinate even a single enemy you may not attempt to Slow any enemies until your next turn.

The most extreme application of the Evil Eye path is to curse an enemy at the cost of Blindness in one of your eyes. As a Fullround Action you may subject a foe you have Line of Sight to within range of your Evil Eye Gaze Attack to the Bestow Curse spell except the foe is not immediately afforded a saving throw against the effect. Once the foe either leaves the range of your Gaze Attack or escapes your Line of Sight they are then allowed a Will Save DC (10 + HD/2 + Cha Bonus) to end the curse immediately; on a failed save the foe remains cursed and the foe is allowed another save one hour later, and each hour thereafter if necessary, to remove the curse. Regardless of how long a foe remains cursed you are Blinded in one eye for 1 Hour immediately upon using this ability.

All Evil Eye Techniques are Supernatural Effects with a Will Save DC of (10 + Cha Bonus) to resist the technique’s effect; the description of the conditions you can apply are listed below. You may superimpose an Evil Eye Technique on fewer enemies instead of targeting the maximum number of individuals; the DC the enemies must save against is increased by +1 for every two applications of the technique targeting them. Evil Eye Techniques last a maximum of (1 + CL/5) rounds.

As a Swift Action you may release a target from your own Evil Technique or make an opposed Caster Level Check to dispel any status condition you can apply with a known Evil Eye Technique on a single target within your Gaze Attack range; you may even attempt to Dispel one of these effects acting upon you, regardless of whether you would normally be allowed to take actions while under this effect.




Caster
Level
(#) Enemies
Slowed
(#) Enemies
Confused
(#) Enemies
Fascinated
(#) Enemies
Enraged
(#) Enemies
Frightened




1
3
2
-
-
-



2
4
2
-
-
-



3
4
2
-
-
-



4
5
3
2
-
-



5
5
3
2
-
-



6
6
3
2
-
-



7
6
4
3
2
-



8
7
4
3
2
-



9
7
4
3
2
-



10
8
5
4
3
2



11
8
5
4
3
2



12
9
5
4
3
2



13
9
6
5
4
3



14
10
6
5
4
3



15
10
6
5
4
3



16
11
7
6
5
4



17
11
7
6
5
4



18
12
7
6
5
4



19
12
8
7
6
5



20
13
8
7
6
5


2nd Tomoe: Upon gaining your 2nd Tomoe you may now perform Evil Eye Techniques as a Standard Action.

3rd Tomoe: Upon gaining your 3rd Tomoe you may now perform Evil Eye techniques as a Move Action.

Slow: A slowed creature can take only a single move action or standard action each turn, but not both. It may not take full-round actions. Additionally, it takes a -1 penalty on attack rolls, to Armor Class, and on Reflex saves. A slowed creature moves at half its normal speed, rounding down to the next 5-foot increment, which affects the creature’s jumping distance as normal for decreased speed. This may not reduce the speed of a creature below 5 feet.

The Slowing Evil Eye Technique is Equivalent to a 0th level spell; a Cantrip.

Confuse: A confused character’s actions are determined by rolling a d4 at the beginning of his turn: on a 4 the character acts normally; on a 3 the character can do nothing but babble incoherently; on a 2 the character flees away from caster at top possible speed; on a 1 the character attacks the nearest creature (for this purpose a familiar counts as part of the subject’s self). A confused character who cannot carry out the indicated action does nothing but babble incoherently, regardless of the rolled result.

Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn as long as it is still confused when its turn comes and does not roll to determine its actions that turn. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

The Confusing Evil Eye Technique is Equivalent to a 1st level spell.

Fascinate: A fascinated creature is entranced and unresponsive. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect for as long as the effect lasts. It takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a dangerous creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon or casting a spell or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a Move Action.

The Fascinating Evil Eye Technique is Equivalent to a 2nd level spell.

Enrage: An Enraged character attacks the nearest creature (for this purpose a familiar counts as part of the subject’s self) each round. An Enraged character who can’t carry out the indicated action does nothing but howl, rant, and scream incoherently.

Attackers are not at any special advantage when attacking an Enraged character. Any Enraged character who is attacked automatically attacks its attackers on its next turn, as long as it is still Enraged when its turn comes. An Enraged character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

The Enraging Evil Eye Technique is Equivalent to a 3rd level spell.

Frighten: A frightened character flees from the source of its fear as best it can. If unable to flee it may fight instead fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

The Frightening Evil Eye Technique is Equivalent to a 4th level spell.


Taking the Illusion Eye Path grants you exceptional power over the minds of others; as an Illusion Eye Uchiha you gain a (5 foot radius +5 feet per two HD) Illusion Aura that automatically renders all enemies within this range Shaken for 1 round. There is no Saving Throw against this effect, though enemies that successfully injure you are immune to this aspect of the Illusion Eye for 1 hour.

As a Fullround Action you may perform an Illusion Technique to 'alter reality' for a target creature or location within range of your Illusion Aura; the Table below indicates at what Illusion Path caster level you gain access to each Illusion Technique and how long you must wait after using each technique before it may be used again.

With a Fullround Action you may instead reach beyond the limits of mere illusion to mimic any wizard conjuration (summoning) or conjuration (creation) spell of (1 + HD/3) level or lower at the cost of Blindness in one of your eyes for 1 hour per level of the spell mimicked. The mimicked spell functions identically to a Shadow Conjuration spell with a save DC equal to (10 + HD/2 + Cha Bonus); this DC is used for both the normal DC of the spell, if any, and for the Will save to disbelieve the spell. On a successful Will Save to disbelieve the mimicked spell the spell's strength is reduced to (2.5 * HD)% of the usual spell.

All Illusion Techniques are Spell-like abilities with a Save DC of (10 + Cha Bonus) that function as the spell of the same name. By doubling the cooldown of an Illusion Technique you may increase the DC of that technique by 1; these doublings and DC increases stack additively up to a maximum DC increase of (HD/2) and a maximum Cooldown increase of (1 + HD/2) times the base cooldown.

Illusion Techniques last a maximum of (1 + CL/5) minutes or the normal duration, whichever would be less. As a Swift Action during your turn you may release or exclude a target from some or all of your own Illusion Techniques.




Caster
Level

Command (Cooldown)
Major Image (Cooldown)
Suggestion (Cooldown)
Seeming (Cooldown)
Charm Monster (Cooldown)



1
6 Rounds
9 Rounds
-
-
-



2
6 Rounds
8 Rounds
-
-
-



3
6 Rounds
8 Rounds
-
-
-



4
5 Rounds
8 Rounds
9 Rounds
-
-



5
5 Rounds
7 Rounds
8 Rounds
-
-



6
5 Rounds
7 Rounds
8 Rounds
-
-



7
5 Rounds
7 Rounds
8 Rounds
9 Rounds
-



8
4 Rounds
6 Rounds
7 Rounds
8 Rounds
-



9
4 Rounds
6 Rounds
7 Rounds
8 Rounds
-



10
4 Rounds
6 Rounds
7 Rounds
8 Rounds
9 Rounds



11
4 Rounds
5 Rounds
6 Rounds
7 Rounds
8 Rounds



12
3 Rounds
5 Rounds
6 Rounds
7 Rounds
8 Rounds



13
3 Rounds
5 Rounds
6 Rounds
7 Rounds
8 Rounds



14
3 Rounds
4 Rounds
5 Rounds
6 Rounds
7 Rounds



15
3 Rounds
4 Rounds
5 Rounds
6 Rounds
7 Rounds



16
2 Rounds
4 Rounds
5 Rounds
6 Rounds
7 Rounds



17
2 Rounds
3 Rounds
4 Rounds
5 Rounds
6 Rounds



18
2 Rounds
3 Rounds
4 Rounds
5 Rounds
6 Rounds



19
2 Rounds
3 Rounds
4 Rounds
5 Rounds
6 Rounds



20
1 Round
2 Rounds
3 Rounds
4 Rounds
5 Rounds


2nd Tomoe: Upon gaining your 2nd Tomoe you may now choose to use your Illusion Techniques as a Standard Action.

3rd Tomoe: Upon gaining your 3rd Tomoe you may now choose to use your Illusion Techniques as a Move Action.

Flurry of Blows: At level 2 when attacking as a Standard Action or Fullround Action you may now make one extra attack at your highest base attack bonus by applying a -2 penalty to all attacks you make that round. This penalty lasts for 1 round, so it also affects attacks of opportunity you might make before your next action. When you reach level 6th this penalty lessens to -1, and at 10th level the penalty disappears.

When using Flurry of Blows you may only attack with unarmed strikes or with the weapons you are proficient with from the Uchiha Warrior class; other than your Unarmed Strike, the weapons you are allowed use with Flurry of Blows can be found in the ‘Weapon Proficiency’ entry above. You may attack with unarmed strikes and Uchiha weapons interchangeably as desired.

When using weapons as part of a Flurry of Blows you apply your Strength bonus (not Str bonus × 1½ or ×½) to your damage rolls for all successful attacks regardless of whether you wield that weapon in one or both hands.

Perfect Insight (Detect Magic) (EX): By drawing upon the power of your Sharingan you can temporarily see the hidden magic of the world. Perfect Insight may be activated as a Swift Action or Deactivated as a Free Action, and can be used (Level) rounds each day at no risk to you; the minimum increment of time expended is 1 round even if Perfect Insight is activated and immediately deactivated within that same round. While Perfect Insight (Detect Magic) is active you gain the benefits of the ‘Detect Magic’ spell except you do not need to concentrate to maintain this effect; merely maintaining Perfect Insight while keeping a subject within the 60 ft range for multiple consecutive rounds grants you additional information about that subject.

Perfect Insight may be used in excess of your daily limit but doing so greatly strains your vision; at the end of each round you have used Perfect Insight in excess of your Daily limit you must make a Fortitude Save DC (10 + Excess rounds of Perfect Insight). On a successful save you suffer no ill consequence. On a Failed Save you are Blinded for 1 minute and may not activate Perfect Insight until you have rested for 24 hours.

Enduring Flame (EX): At 3rd level your body begins to resist the flames you wield in battle granting you (HD) Fire Resistance; this Fire Resistance stacks additively with any other Fire Resistance you may gain.

Track: You gain ‘Track’ as a Bonus Feat.

Uncanny Dodge: Upon gaining your 4th level your eyes help you react to danger before your mind fully processes what you see. You retain your Dexterity Bonus to AC even if caught flat-footed or struck by an invisible attacker, but lose your Dexterity Bonus to AC if immobilized or blinded.

Fire Technique (Fireball) (SU): At 5th level your control over fire has progressed enough for you to use the Uchiha Family's standard Fire Technique. As a Standard Action you perform a Ranged Attack against a target up to (Level * 5) feet away. Should this attack hit the target suffers (2d6 + Cha Bonus) Fire Damage.

Regardless of the attack’s success the Fireball explodes at the target location, or at the first significant barrier it meets, to deal (2d6 + Cha Bonus) Fire damage in a 5 foot Radius Burst; subjects within this area may make a Reflex Save DC (12 + Cha Bonus) to half the damage.

Evasion: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are not Blind.

Sharingan
At 7th level you awaken another Tomoe in your Sharingan, simultaneously improving the abilities you have already learned while gaining new tools to wield in battle. You gain the Second Tomoe ability of your First Sharingan Path and gain access to a Second Sharingan Path; while your Caster Level for this Second Sharingan Path is the same as your First Sharingan Path you are treated as only having 1 Tomoe when using the abilities of this Second Sharingan Path.

You also gain a bonus to your AC and Saving Throws equal to half your Charisma Bonus (if any); this Bonus to AC applies even against Touch Attacks or when Flat Footed. You lose these bonuses while Blind.

Perfect Insight (See Invisibility) (EX): Little can hide from the power of your eyes. Upon activating Perfect Insight may you choose to gain the benefits of either ‘Detect Magic’ or 'See Invisibility'.

When used for See Invisibility your Perfect Insight grants you the benefits of the ‘See Invisibility’ spell. Each round you gain See Invisibility from Perfect Insight in excess of your daily limit you must make a Fortitude Save DC (10 + Excess rounds of Perfect Insight * 2). On a successful save you suffer no ill consequence. On a Failed Save you are Blinded for 1 minute and may not activate any version of Perfect Insight until you have rested for 24 hours.

You no longer count rounds of using Perfect Insight for ‘Detect Magic’ against your daily limit; even if you have exceeded your daily limit you do not need to make a Fortitude Save to maintain the ‘Detect Magic’ effect safely, though you must still make Fortitude Saves to use the ‘See Invisibility’ effect safely.

Iron Mind(Ex): Beginning at 9th level, your focused spiritual allows you to see the flaws of magical effects that would subvert your will. If you make a successful Will saving throw against any spell or special ability that would normally be reduced by a successful save, you suffer no effect from the attack. This includes any effect with a saving throw entry of "Will half" or "Will partial," as well as any other attack that applies a lessened effect with a successful Will saving throw.

Fire Technique (Grand Fireball) (SU): Only those with great potential have any hope of learning the Grand Fireball Technique; mastery of this technique is proof of how far you stand above their peers. As a Standard Action you perform a Ranged Attack against a target up to (Level * 5) feet away. Should this attack hit the target suffers (5d6 + Cha Bonus) Fire damage and is Fatigued by the intensity of the attack's heat for 2 rounds.

Regardless of the attack’s success the Fireball explodes at the target location, or at the first significant barrier it meets, to deal (5d6 + Cha Bonus) Fire damage in a 10 Foot Radius Burst; subjects within this area must make a Reflex Save DC (14 + Cha Bonus) to half this damage.

After using the Grand Fireball Technique you cannot perform the Grand Fireball Technique again until 1d4 rounds later.

Greater Flurry of Blows: At level 11 when using Flurry of Blows you may make two extra attacks at your highest base attack bonus by applying a -2 penalty to all attacks you make that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action.

Swift Tracker : As an 12th level Uchiha Warrior you can move at your normal speed while following tracks without taking the normal -5 penalty. You only take a -10 penalty instead of the normal -20 when moving at up to twice your normal speed while tracking.

Improved Uncanny Dodge (Ex)
At 12th level you can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you unless the attacker has at least four more Rogue levels than you have Uchiha Warrior levels.

If you already have Uncanny dodge from a second class you automatically gain Improved Uncanny Dodge instead, and the levels from the classes that grant Uncanny Dodge stack to determine the minimum rogue level required to flank you.

Sharingan
At 13th level you awaken the final Tomoe in your Sharingan, perfecting the abilities you have already learned while gaining access to your final Sharingan Path. You gain the Third Tomoe ability of your First Sharingan Path, the Second Tomoe ability of your Second Sharingan Path, and gain access to the Third Sharingan Path; while your Caster Level for your Third Sharingan Path is the same as your First and Second Sharingan Paths you are treated as only having 1 Tomoe when using the abilities of this Third Sharingan Path.

The defenses granted by your 2nd Tomoe improves, instead granting a bonus to your AC and Saving Throws equal to your Charisma Bonus (if any); this Bonus to AC applies even against Touch Attacks or when Flat Footed. While Blind this bonus to AC and Saves is halved.

Perfect Insight (Arcane Sight) (EX): You magic of the world lays itself bare before your eyes. Upon activating Perfect Insight may you choose to gain the benefits of either ‘Detect Magic’ or 'See Invisibility' or ‘Arcane Sight’.

When used for ‘Arcane Sight’ your Perfect Insight grants you the benefits of the ‘Arcane Sight spell, except you can concentrate on specific creatures to gain information about their spellcasting ability as a Move Action instead of a Standard Action. Each round you gain ‘Arcane Sight’ from Perfect Insight in excess of your daily limit you must make a Fortitude Save DC (10 + Excess rounds of Perfect Insight * 3). On a successful save you suffer no ill consequence. On a Failed Save you are Blinded for 1 minute and may not activate any version of Perfect Insight until you have rested for 24 hours.

You no longer count rounds of using Perfect Insight for ‘See Invisibility’ against your daily limit; even if you have exceeded your daily limit you do not need to make a Fortitude Save to maintain the ‘See Invisibility’ effect safely, though you must still make Fortitude Saves to use the ‘Arcane Sight’ effect safely.

Fire Technique (Imperial Fireball) (SU):Through intense battle and long meditation 15th level Uchiha Warriors have honed their control of fire to a level beyond what others will ever achieve. As a Standard Action you perform a Ranged Attack against a target up to (Level * 10) feet away. Should this attack hit the target suffers (8d6 + Cha Bonus) Fire damage and is Exhausted by the intensity of the attack's heat for 2 rounds.

Regardless of the attack’s success the Fireball explodes at the target location, or at the first significant barrier it meets, to deal (8d6 + Cha Bonus) Fire damage in a 20 Foot Radius Burst; subjects within this area must make a Reflex Save DC (16 + Cha Bonus) to half this damage.

After using the Imperial Fireball Technique the Uchiha Warrior cannot perform the Imperial Fireball Technique again until 1d6 rounds later.

Internal Flame (EX): As long as there is a fire within the heart of a 16th level Uchiha Warrior the flames of the material world can do little to harm you. You now half any fire damage you would take before your resistances are applied.

Fire Technique (Blossoming Phoenix Flower) (SU): No one can escape your wrath once you reach 17th level. As a Fullround Action perform a Fireball, Grand Fireball, or Imperial Fireball technique. Should this attack hit it deals damage normally but does not fully explode, instead forming a sphere of flames around the subject struck by the attack; a Reflex save DC (17 + Cha Bonus) allows the subject of the attack to escape this sphere of flames before it fully forms.

The Sphere of flames formed by the Blossoming Phoenix Flower Technique deals damage equal to the constituent Fire Technique’s explosion damage to all subjects inside of, or adjacent to, the sphere at the beginning of your turn each round and deals double damage to any subject that passes through the sphere; in either case there is no saving throw against this damage. The Sphere of flames formed by this technique is extinguished upon being exposed to (Charisma Score) Cold damage in a single round or (Charisma Bonus, minimum 1) Gallons of water.

The Sphere of Flames formed by your Blossoming Phoenix Flower technique lasts for 2 rounds if formed by a Fireball Technique, for 4 rounds if formed by a Grand Fireball Technique, and for 6 rounds if formed by an Imperial Fireball Technique. Regardless of how long the Sphere of Flames lasts you cannot use the Blossoming Phoenix Flower technique again for 1 minute and the Fire Technique used to form the Blossoming Phoenix Flower cannot be used again until its own cooldown time has expired.

True Fire (SU): At 18th level your flames are like divine punishment. You may, as a Swift Action, focus your fire attacks into something more pure. Until the beginning of your next turn half of any attack, Spell, SLA, or Supernatural Ability you use that would normally deal fire damage is dealt as untyped damage, rounding down when necessary. Under the effect of True Fire an attack that would deal 49 fire damage would instead deal 24 fire damage and 24 untyped damage.

Ocular Ascension: At 19th level your eyes awaken some of the power once wielded by your ancestors. You gain any [Ocular] feat listed here (https://forums.giantitp.com/showsinglepost.php?p=25382921&postcount=4).

Fire Technique (Majestic Destroyer Flame) (SU): As a 20th level Uchiha Warrior you have reached the true pinnacle of Fire Techniques. As a Standard Action perform a Ranged Attack against a target up to (Level * 10) feet away. Should this attack hit the target suffers (12d6 + Cha Bonus) Fire damage and must make a Fortitude Save against DC (HD + Cha Bonus) or die from the intensity of the attack's heat.

As part of exhaling the Majestic Destroyer Flame you release a blast of heat in a (Level * 5) foot cone centered on the target of the attack. Subjects within this area take (12d6 + Cha Bonus) Fire damage; a Reflex Save DC (HD + Cha Bonus) halves this damage. Any terrain within this area is deeply imbued with powerful heat, melting any substance that cannot be used to extinguish a fire into molten tar until the area cools 1d3 rounds later; creatures moving in the same space as the tar suffer 6d6 Fire damage and must make a Reflex Save against the DC of Majestic Destroyer Flame to avoid becoming entangled in the tar.

A creature that is entangled in tar takes an additional 6d6 Fire damage each round and must spend a Move Action to attempt a Strength Check or Escape Artist Check against Majestic Destroyer’s DC to escape; once the tar hardens the creature stops taking this damage and automatically breaks free.

After using the Majestic Destroyer Technique you cannot perform the Majestic Destroyer Technique again until 2d4 rounds later.

Perfect Insight (True Seeing) (EX): The truth of the world reveals itself to you. Upon activating Perfect Insight may you choose to gain the benefits of either ‘Detect Magic’ or 'See Invisibility' or ‘Arcane Sight’ or ‘True Seeing’.

When used for True Seeing’ your Perfect Insight grants you the benefits of the ‘True Seeing’ spell. Each round you gain True Seeing’ from Perfect Insight in excess of your daily limit you must make a Fortitude Save DC (10 + Excess rounds of Perfect Insight * 4). On a successful save you suffer no ill consequence. On a Failed Save you are Blinded for 1 minute and may not activate any version of Perfect Insight until you have rested for 24 hours.

You no longer count rounds of using Perfect Insight for 'Arcane Sight' against your daily limit; even if you have exceeded your daily limit you do not need to make a Fortitude Save to maintain the 'Arcane Sight’ effect safely, though you must still make Fortitude Saves to use the 'True Seeing’ effect safely.

Doxkid
2022-03-02, 09:35 PM
Mangekyou Adept
Requirements:
At least one 3 Tomoe Sharingan
Must slay a friendly relative or ally. Should the subject ever be revived you may not take additional levels in this class until they are slain once more, though you no longer need for them to be Friendly before slaying them.
OR
At least one Mangekyou Sharingan.
Hit Die: d8
Skill Points: 4 + Int
LevelBABFortReflexWillSpecialSpells Per Day

1st
+1
+0
+2
+2Mangekyou Sharingan, Ocular Improvement, Mangekyou Technique+1 level of existing spellcasting class

2nd
+2
+0
+3
+3Ocular Improvement, Mangekyou Technique+1 level of existing spellcasting class

3rd
+3
+1
+3
+3Ocular Improvement, Mangekyou Technique+1 level of existing spellcasting class

4th
+4
+1
+4
+4Eternal Mangekyou Sharingan, Mangekyou Technique+1 level of existing spellcasting class

Class Skills:
The Mangekyou Adept's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Class Features:
Weapon and Armor Proficiency
A Mangekyou Adept gains proficiency with all Simple and Martial weapons, plus the bastard sword, kama, nunchaku, sai, shuriken, and siangham. Mangekyou Adepts are not proficient with any armor or shields.

Spells per day: At each level you gain new spells per day as if you had also gained a level in a spellcasting class you belonged to before adding the prestige class. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Mangekyou Adept you must decide which class you add each level for purpose of determining spells per day and spells known.

Mangekyou Sharingan: "Eyes are the windows to the soul, brightened by the hopes of their owner and darkened by their owner’s hardships. No two sets of Mangekyou Sharingan see the world in the same way."

Your Sharingan transforms into a Mangekyou Sharingan granting a (Level) Bonus to Spellcraft Checks, and either one Ocular feat listed here (https://forums.giantitp.com/showsinglepost.php?p=25382921&postcount=4), or access to one Cleric Domain. Should you select a Domain you gain that Domain's Domain Power with an effective Cleric level equal to your Hit Dice, and the ability to cast the spells from that Domain if you are a spellcaster or later become a spellcaster. If you are a prepared spellcaster the spells from your selected Domain may be cast spontaneously by “losing” a prepared spell of the same level or higher. If you cast your spells spontaneously you simply add the spells from your selected domain to your spells known.

Ocular Improvement: You have pushed beyond the natural limits of your eyes, reaching new heights of ocular power. Each time you gain this ability you may select one of 'Imitation Eye', 'Evil Eye', or 'Illusion Eye' to improve.


Taking the Imitation path grants you unrivaled mastery of Arcane Magic.

If you are not on the Imitation Eye Path you do not gain the Imitation Eye Technique advancement of this Ocular Improvement, instead acquiring the Imitation Eye Techniques of a (HD/2) Imitation Eye Sharingan Master (https://forums.giantitp.com/showsinglepost.php?p=25700506&postcount=20); this Effective Spellcasting ability stacks with Imitation Eye path advancement from other sources that progress the Imitation Eye Path, and with spellcasting advancement from prestige classes. Only when your effective Imitation Eye CL exceeds 10 do you acquire the normal benefits of any Imitation Eye Ocular Improvements you have selected.

Each time you take the Imitation Ocular Improvement you gain (HD + Cha Mod) additional 'pages' in each of your Sharingan Eyes. You may also “lose” any prepared spell to spontaneously cast a spell that is recorded in both of your Sharingan; the “lost” spell must be the same spell level or higher than the spell being cast spontaneously. Casting a spell Spontaneously in this way may be done an additional three times per day each time you select the Imitation Ocular Improvement.

To prepare or cast a spell you must have a Charisma score of at least (10 + the spell level). The Difficulty Class for a saving throw against your spells are (10 + spell level + Charisma Bonus). The Imitation Adept's spells per day are noted on the following table and you gain bonus spells for a high Charisma score, just as a Sorcerer would. Each time you select the Imitation Ocular Improvement you gain access to a higher level of spells and increase the number of lower level spell slots you possess.




Imitation Eye Ocular
Improvements

0th
1st
2nd
3rd
4th
5th
6th
7th



1
+1
+1
+1
+1
+1
3
-
-



2
+1
+1
+1
+1
+1
4
3
-



3
+1
+1
+1
+1
+1
5
4
3


If you have a Two Tomoe Imitation Eye Sharingan you may cast and learn Illusion, Enchantment, and Fire-descriptor spells regardless of the spell list that spell appears on.

If you have a Three Tomoe Imitation Eye Sharingan you may apply the or remove the Mind Affecting descriptor to your Illusion, Enchantment, and Fire-descriptor spells. When the Mind Affecting descriptor is applied your spells create mental versions of their normal effects, affecting a target's mind to achieve the spell's effect. Spells that lose the Mind Affecting descriptor create quasi-physical versions of their normal effects, subtly affecting a target's body to achieve the effect of the spell.

Taking the Evil Eye Ocular Improvement grants you an even greater advantage against sight dependent enemies. Each Evil Eye Ocular Improvement grants you an additional 10 feet of range on your Evil Eye Gaze attack, grants you access to new Evil Eye Techniques, and increases the number of targets you can affect with each of your Evil Eye Techniques.

If you are not on the Evil Eye Path you do not gain the Evil Eye Technique advancement of this Ocular Improvement, instead acquiring the Evil Eye Techniques of a (HD/2) Evil Eye Sharingan Master (https://forums.giantitp.com/showsinglepost.php?p=25700506&postcount=20); this Effective Spellcasting ability stacks with Evil Eye path advancement from other sources that progress the Evil Eye Path, and with spellcasting advancement from prestige classes. Only when your effective Evil Eye CL exceeds 10 do you acquire the normal benefits of any Evil Eye Ocular Improvements you have selected.

All enemies possessing normal vision, Low Light Vision, or Dark Vision that meet your gaze are automatically Sickened for (1 + Level) rounds. There is no Saving Throw against this effect, though enemies that successfully injure you are immune to this aspect of your Evil Eye for 5 Minutes or until they fail a saving throw against one of your Evil Eye Techniques, whichever comes first.

As a Move Action you may focus your power upon enemies within range of your Gaze Attack and attempt to apply an Evil Eye Technique to them; the Table below indicates at what number of Evil Eye Ocular Improvements you gain access to a specific Evil Eye Technique and how many enemies you may target with that effect each round. In addition to the base number of targets for each Evil eye Technique you also gain bonus targets for a high Charisma score, just as a Sorcerer would gain bonus spells for a high Charisma Score; each Evil Eye Technique's equivalent spell level is listed below the technique's description. The increases on the table are additive; a Mangekyou Adept with 3 Evil Eye Ocular Improvements may target 9 more victims than usual when using their Evil Eye Technique to Slow their enemies.

The most extreme application of the Evil Eye path is to curse an enemy at the cost of Blindness in one of your eyes. As a Standard Action you subject a foe you have Line of Sight to within range of your Evil Eye Gaze Attack to the Greater Bestow Curse spell except the foe is not immediately afforded a saving throw against the effect. When the foe leaves either the range of your Gaze Attack or your Line of Sight they are then allowed a Will Save DC (HD + Cha Bonus + Mangekyou Level) to end the curse immediately; on a failed save the foe remains cursed and the foe is allowed another save one hour later, and each hour thereafter if necessary, to remove the curse. Regardless of how long a foe remains cursed you are Blinded in one eye for 10 Minutes immediately upon using this ability.

As a Standard Action you subject a foe you have Line of Sight to within range of your Evil Eye Gaze Attack to the Bestow Curse spell except, except that foe is not immediately afforded a saving throw against the effect. When the foe leaves the range of your Gaze Attack or your Line of Sight they are then allowed a Will Save DC (10 + HD/2 + Cha Bonus) to end the curse immediately; on a failed save the foe remains cursed and the foe is allowed another save one hour later, and each hour thereafter if necessary, to remove the curse. Regardless of how long a foe remains cursed you are Blinded in one eye for 1 Hour immediately upon using this ability.

All Evil Eye Techniques are Supernatural Effects. The conditions you can apply with Evil Eye Techniques are listed below and you choose whether a particular target must make a Fortitude Save or a Will Save against DC (10 + Mangekyou Adept Level + Cha Bonus) to resist the technique’s effect. When using an Evil Eye Technique you may focus the effect on a fewer enemies instead of targeting the maximum number of individuals; the DC a particular enemy must save against is increased by +1 for every two applications of the technique targeting them. Evil Eye Techniques last a maximum of (2 + CL/3) rounds.

As a Swift Action you may release a target from your own Evil Technique or make an opposed Caster Level Check to dispel any status condition you can apply with a known Evil Eye Technique on a single target within your Gaze Attack range; you may even attempt to Dispel one of these effects acting upon you, regardless of whether you would normally be allowed to take actions while under this effect.




Evil Eye Ocular
Improvements
(#) Slowed
(#) Confused
(#) Fascinated
(#) Enraged
(#) Frightened
(#) Paralyzed
(#) Comatose
(#) Enervated



1
+2
+1
+1
+1
+0
3
-
-



2
+2
+2
+1
+1
+1
4
2
-



3
+2
+2
+2
+1
+1
5
3
1

If you have a Two Tomoe Evil Eye Sharingan then you may apply two Evil Eye Techniques to half of each technique’s usual number targets, rounding down, with a single action; you may thus Fascinate half your usual number of foes and also Slow half your usual number of foes, all with a single action. The DC for each Evil Eye Technique does not interact even if each Technique is being superimposed upon the same individuals.

If you have a Three Tomoe Imitation Eye Sharingan then you may apply three Evil Eye Techniques to half the usual number targets, rounding down, with a single action; you may thus Fascinate half your usual number of foes and also Slow half your usual number of foes and also Confuse half your usual number of foes, all with a single action. The DC for each Evil Eye Technique does not interact even if each Technique is being superimposed upon the same individuals.
Paralyze: A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.

The Paralyzing Evil Eye Technique is Equivalent to a 5th level spell.

Comatose: A comatose creature is both helpless and utterly unaware of its environment. It can not take any actions, it is not aware of the situation around it, and it does not react to any injury it sustains. A Comatose character cannot be awakened by normal means; typically a spell, advanced medical treatment, or supernatural ability would be required to awaken it.

The Comatic Evil Eye Technique is Equivalent to a 6th level spell.

Enervate: An Enervated creature suffers one negative level, as well as the consequences of a negative level. Unique among Evil Eye Techniques, the negative level applied by this technique does not require a save to resist until the Evil Eye Technique ends and may be reapplied to the same enemy multiple times; the duration of each Enervating Technique is tracked individually, but the effects of the the Enervating Technique stacks.

On a successful save the negative level goes away with no harm to the creature. On failure the negative level still goes away, but the creature's level is also reduced by 1. A separate saving throw is required for each negative level a creature is suffering. Any creature with as many negative levels as it has Hit Dice is instantly slain.

The Enervating Evil Eye Technique is Equivalent to a 7th level spell.


Taking the Illusion Eye Ocular Improvement grants you even greater power over the minds of others. Each Illusion Eye Ocular Improvement grants you an additional 5 feet of range on your Illusion Aura, grants you access to new Illusion Techniques, and either increases the DC of Illusion Techniques you know or lowers the Cooldown between each use of the technique; each DC increase stacks with additional Illusion Eye Ocular Improvements, as well as the standard methods of increasing your Illusion Technique DCs.

If you are not on the Illusion Eye Path you do not gain the Imitation Eye Technique advancement of this Ocular Improvement, instead acquiring the Illusion Eye Techniques of a (HD/2) Evil Eye Uchiha; this Effective Spellcasting ability stacks with Illusion Eye path advancement from other sources that progress the Illusion Eye Path, and with spellcasting advancement from prestige classes. Only when your effective Illusion Eye level exceeds 10 do you acquire the normal benefits of any Illusion Eye Ocular Improvements you have selected.

Taking the Illusion Eye Ocular Improvement greatly empowers the effects of your Illusion Aura; all enemies that pass within range of your Illusion Aura are automatically Shaken for (1 + Level) rounds. There is no Saving Throw against this aura, though enemies that successfully injure you are immune to this aspect of the Illusion Eye for 5 minutes or until they fail a saving throw against one of your Illusion Techniques, whichever comes first.

As a Move Action you may perform an Illusion Technique to alter reality for a target creature or location within range of your Illusion Aura; the Table below indicates at what number of Illusion Eye Ocular Improvements you gain access to a specific Illusion Technique, the DC adjustment for each technique you already know, and how long you must wait after using each of your new Illusion Eye techniques before it may be used again.

With a Standard Action you may instead reach beyond the limits of mere illusion to mimic any spell on your spell list of (1 + CL/3) level or lower at the cost of Blindness in one of your eyes for 10 Minutes per level of the spell mimicked. The mimicked spell functions identically to the Shadow Conjuration or Shadow Evocation with a save DC equal to (10 + CL/2 + Cha Bonus); this DC is used for both the normal DC of the spell, if any, and for the Will save to disbelieve the spell. On a successful Will Save to disbelieve the mimicked spell the spell's strength is reduced to (5 * CL)% of the usual spell.

All Illusion Techniques are Spell-like abilities with Will Save DC of (10 + Mangekyou Adept Level + Cha Bonus) that function as the spell of the same name. By doubling the cooldown of an Illusion Technique you may increase the DC of that technique by 1; these doublings and DC increases stack additively up to a maximum DC increase of (HD/2) and a maximum Cooldown increase of (HD/2) times the base cooldown.

Illusion Techniques last a maximum of (2 + CL/3) minutes or the normal duration, whichever would be less. As a Swift Action during your turn you may release or exclude a target from some or all of your own Illusion Techniques.




Illusion Eye Ocular
Improvements

Command
(DC Increase)
Major Image
(DC Increase)
Suggestion
(DC Increase)
Seeming
(DC Increase)
Charm Monster
(DC Increase)
Mirage Arcana
(Cooldown)
Hold Monster
(Cooldown)
Solipsism
(Cooldown)



1
DC +1
DC +1
DC +1
DC +0
DC +0
15 Rounds
-
-



2
DC +2
DC +1
DC +1
DC +1
DC +1
12 Rounds
15 Rounds
-




3
DC +3
DC +2
DC +2
DC +1
DC +1
9 Rounds
12 Rounds
15 Rounds

If you have a Two Tomoe Illusion Eye Sharingan then you may apply Illusion Techniques that seem to distort a creature’s perception of reality. You may choose to gain Concealment against any creature that fails a save against one of you Illusion Effects while they are under the effect of that Illusion Technique, and for 3 rounds after the Illusion Technique ends. You may also choose to gain Concealment while standing within 15 feet of one of your Illusion Techniques acting on a location.

If you have a Three Tomoe Illusion Eye Sharingan then you may apply Illusion Techniques that seem to severely distort a creature’s perception of reality. You may choose to gain Total Concealment against any creature that fails a save against one of you Illusion Effects while they are under the effect of that Illusion Technique, and for 1 round after the Illusion Technique ends. You may also choose to gain Total Concealment while standing within 5 feet of one of your Illusion Techniques acting on a location.
Mangekyou Technique (SU):
Mangekyou Techniques are the pinnacle of the Sharingan's power to affect the world. At each level of Mangekyou Adept you may select a single Mangekyou technique from the list below.

Mangekyou Techniques carry a great burden; one that may even consume you should the techniques be abused. You may use any combination of your Mangekyou Techniques (Level) times per day at no cost. After this you must sacrifice your own well being to use a Mangekyou Technique again, to a maximum frequency listed in the technique's entry below. Some Mangekyou Techniques have multiple forms. In this case only the simplest form with the lowest cost may be cast for free; the more advanced forms of that Mangekyou Technique always have a cost.

The Save DC of your Mangekyou Techniques is (10 + HD/2+ Charisma Bonus) and the caster level of your Mangekyou Techniques is the higher of (CL + Level) or (Hit Dice + Level).

Each Mangekyou Technique, as well as the associated cost of the technique and any advanced versions of the technique, is listed below.

Least Susanoo: As a Standard Action you create a macabre projection of a venerated ancestor’s ribcage over your own body for (Level + HD/2) Rounds. Projecting your Susanoo is a Supernatural effect, but once in place the Susanoo an Extraordinary effect that is unaffected by magic negation effects such as an ‘Antimagic Field’.

Your Least Susanoo is a projection that interlicks with your body granting you a (Level x 2) Untyped bonus to your Physical Ability Scores and (Level) Dr/-.

Each grade of Susanoo and each projection of Susanoo is actually the same projection modified by the energy you sacrifice. Damage to the Susanoo itself, or even the complete destruction of the Susanoo, does not carry over between multiple projections of Susanoo but equipment bestowed upon the Susanoo is tracked between between each use.

Cost: 2 Strength Damage (at the end of Susanoo’s duration)
Cooldown: 5 Minutes

Lesser Susanoo: As Least Susanoo but you now produce a complete skeletal projection of a venerated ancestor around your own body. You gain the full benefits of Least Susanoo except you may now act as if you were one size category larger when doing so would be beneficial.

At your option you may also target 5 foot squares or 10 foot lines with your attacks. When attacking an area compare your attack roll against the Armor Class of all targets within the chosen area. The attack resolves normally against your main target, dealing damage and applying special weapon properties or effects as appropriate if the attack hits. The attack resolves against all other subjects in the area, but only deals half the usual damage and only has a 50% chance of apply any secondary effects of your attack.

Cost: 4 Strength Burn (at the end of Susanoo’s duration)
Cooldown: 15 Minutes

(True) Susanoo: As Lesser Susanoo but you now produce a simple avatar of a venerated ancestor to grant you great strength. You gain the full benefits of Lesser Susanoo except your Susanoo may now wield weapons and tools on your behalf.

As a Fullround Action you may imbue a weapon, shield, or tool you can carry into your Susanoo or remove one such item from your Susanoo for your own direct use. Items imbued into your Susanoo are automatically equipped onto your Susanoo and persist into future Susanoo projections. Susanoo items that have been removed from the Susanoo, dropped, or are otherwise no longer in your possession are removed from the Susanoo until you spend another Fullround Action to reimbue that item into the Susanoo.

While items automatically expand to match the size of your Susanoo this only alters the statistics of weapons and shields; tools expand to match your Susanoo’s size but use the normal item’s dimensions and effects. Upon projecting your Susanoo you choose whether to use your Susanoo’s equipment or your own, should you and your Susanoo possess equipment in the same item slot.

*Special: Should you also possess the Prestigious Attire Mangekyou Technique the weapons, tools, and equipment of the two techniques may be shared and interchanged freely between the two techniques. Any time you project Susanoo at the same time as you project Prestigious Attire you may allocate the equipment of the two techniques between the two techniques as you see fit as a Move Action.

Cost: 6 Strength Burn (at the end of Susanoo’s duration)
Cooldown: 30 Minutes

Perfect Susanoo: As (True) Susanoo but you now produce an perfect avatar of a venerated ancestor which grants you untold power.

The Perfect Susanoo grants a (Level x 2) Untyped bonus to your all Ability Scores and reduces all incoming damage by (Level), replacing the effects of Least Susanoo. You are now treated as the most beneficial of your size, one size larger, or two sizes larger and you may now target a 5 foot by 5 foot square, a 10 foot by 10 foot square, a 10 foot long line, or a 20 foot long line with your attacks; this replaces the effects of Lesser Susanoo.

Cost: 8 Strength Burn (at the end of Prestigious Attire's duration)
Cooldown: 1 Hour
Least Prestigious:
As a Fullround Action you touch an ally and project onto them a simplified form of the regalia worn by an honored ancestor for (Level + HD/2) rounds.

Upon donning Prestigious Attire the target is clad in semi-visible epaulettes, cuffs, and sashes that grants a (Level) Untyped bonus to the target's Physical Ability Scores and a (Level) Armor bonus to the target's AC.

Cost: 2 Strength Damage
Cooldown: 10 Minutes

Lesser Prestigious:: As Least Prestigious Attire, except the empowerment from the projected regalia is much more complex.

At the subject's option they may also target 5 foot squares or 10 foot lines with their attacks. For each of these attacks may compare their attack roll against the Armor Class of all targets within the chosen area. The attack resolves normally against their main target in this area if it hits, dealing damage and applying special weapon properties or effects. Regardless of whether the main subject is successfully struck all other targets in the area that would be struck take 50% of the attack's damage and have a 50% chance of suffering any secondary effects the attack would normally have.

Cost: 3 Strength Burn (at the end of Susanoo’s duration)
Cooldown: 30 Minutes

(True) Prestigious Attire::
As Lesser Prestigious Attire, except the empowerment from the projected regalia even more complex and complete. The target may now wield weapons and tools on your behalf.

As a Fullround Action while adjacent to a target donning your Prestigious Attire you may imbue a weapon, shield, or tool you can carry into your projection of Prestigious Attire or remove one such item from your projection of Prestigious Attire. Items imbued into your Prestigious Attire are automatically equipped onto targets donning your Prestigious Attire and persist into future Prestigious Attire projections. Prestigious Attire items that have been removed from the Prestigious Attire bearer, dropped, or otherwise no longer in either their or your possession are removed from the Prestigious Attire until you spend another Fullround Action to reimbue that item into the Prestigious Attire.

While items automatically expand to match the size of your Prestigious Attire this only alters the statistics of weapons and shields; tools visually expand to match your Prestigious Attire’s size but use the normal item’s dimensions when relevant. Upon donning your Prestigious Attire a target chooses whether to use your Prestigious Attire’s equipment or their own, should they and your Prestigious Attire possess equipment in the same item slot.

*Special: Should you also possess the Susanoo Technique the weapons, tools, and equipment of the two techniques may be shared and interchanged freely between the two techniques. Any time you project Susanoo at the same time as you project Prestigious Attire you may allocate the equipment of the two techniques between the two techniques as you see fit as a Move Action.

Cost: 4 Strength Burn (at the end of Prestigious Attire's duration)
Cooldown: 1 Hour

Perfect Prestigious Attire::
As Perfect Prestigious Attire, except the empowerment from the projected regalia is as flawless and magnificent as it was for the honored ancestor who once donned it.

Perfect Prestigious Attire grants a (Level) Untyped bonus to all of the target's Ability Scores and a (Level) untyped bonus to the target's AC, replacing the effects of Least Prestigious Attire, and the target may act as if one larger when doing so would be beneficial.

Each grade of Prestigious Attire and each projection of Prestigious Attire is actually the same projection modified by the energy you sacrifice. Damage to the Prestigious Attire itself, or even the complete destruction of the Prestigious Attire, does not carry over between multiple projections of Prestigious Attire but equipment bestowed upon the Prestigious Attire is tracked between between each use.

Cost: 5 Strength Burn (at the end of Prestigious Attire's duration)
Cooldown: 2 Hours

Divine Movement: As an Immediate Action you ‘Blink’ into and out of corporeality, allowing you to act as if you were Ethereal when it would be beneficial. Treat this as the ‘Greater Blink’ spell with a caster level equal to (Hit Dice + Level), except that attackers who can both see and strike ethereal creatures still suffer a 20% miss chance.

Cost: 3 Dexterity Burn
Cooldown: 1 Minute (after Divine Movement ends)
Divine Shuttle: As a Fullround Action perform a Ranged Attack against a target within (HD * 5) feet. Should this attack hit that target is subjected to the Plane Shift spell and sent to a destination of your choosing. There is no Saving Throw against this effect.

Regardless of the attack’s success the Divine Shuttle explodes in a 10 foot radius Burst at the target location; subjects within this area must make a Reflex Save against your Mangekyou Technique DC to avoid being subjected to the Greater Plane Shift spell and sent to the target destination chosen earlier.

Cost: 5 Dexterity Burn
Cooldown: 5 Minutes
Amaterasu: a stain of dark flames suddenly at the target location, burning and burning until nothing is left.

As a Standard Action make a Ranged Touch Attack against a target within Medium Range. Should this attack hit the target is engulfed in accursed black flames, suffering 2d6 fire damage and 2d6 untyped damage reach round. Living targets must make a Fortitude save each round against your Mangekyou Technique DC to avoid suffering an additional 2 points of Constitution Damage each round; a successful save negates the Constitution Damage, but does nothing to prevent the normal damage of Amaterasu. Any object or creature reduced to 0 HP while cursed with Amaterasu is destroyed and reduced to fine dust, as per the Disintegrate spell.

Creatures or objects that share a space with a subject aflame with Amaterasu for even a single moment have a 50% chance of catching fire with Amaterasu as well, but Amaterasu does not spread wildly; it's flame will quickly cover a creature's body or an ignited object, but the flames stay in one place unless introduced elsewhere by direct contact.

As a Move Action you may extinguish some, or all, of any Amaterasu flames you can observe. Likewise Remove Curse or Break Enchantment will extinguish any combination of (1 creature per caster level) and (a 5 square feet of burning material per caster level). Otherwise Amaterasu will burn on a subject for (HD + Level) Rounds or until that subject is destroyed, whichever comes first.

COST: 3 Constitution Burn
Cooldown: 5 Minutes
Empowerment: You may spend a Swift, Move, Standard, or Fullround Action to strengthen one of your magical abilities.

After using Strange Empowerment you may increase the variable numeric components of a Spell, SLA, or Supernatural ability you use within the next minute by half.

The faster you activate Strange Empowerment the longer its cooldown becomes, but you may not activate Strange Empowerment again until after expending a previous use of the ability.

COST: 3 Constitution Damage
Swift Action Cooldown: 1 Minute
Move Action Cooldown: 1d6+2 Rounds
Standard Action Cooldown: 1d4+1 Rounds
Fullround Action Cooldown: 1d3 Rounds

Expansion: You may now spend a Swift, Move, Standard, or Fullround Action to expand the scope of of one of your magical abilities

After using Strange Expansion the numeric area measurements of a Spell, SLA, or Supernatural ability you use within the next minute are increased by 100%.

The faster you activate Strange Expansion the longer its cooldown becomes, but you may not activate Strange Expansion again until after expending a previous use of the ability.

COST: 4 Constitution Burn
Swift Action Cooldown: 1d4+1 Minutes
Move Action Cooldown: 1 Minute
Standard Action Cooldown: 1d6+2 Rounds
Fullround Action Cooldown: 1d4+1 Rounds

Optimize: You may now spend a Swift, Move, Standard, or Fullround Action to Optimize one of your magical abilities

After using Strange Optimization the variable numeric components of a Spell, SLA, or Supernatural ability you use within the next minute are set to their maximum value.

The faster you activate Strange Optimization the longer its cooldown becomes, but you may not activate Strange Optimization again until after expending a previous use of the ability.

COST: 5 Constitution Burn
Swift Action Cooldown: 1d4+2 Minutes
Move Action Cooldown: 1d3+1 Minutes
Standard Action Cooldown: 1 Minute
Fullround Action Cooldown: 1d6+2 Rounds

True Sight: You benefit from a 'True Seeing' spell.

Cost: 3 Intelligence Damage
Cooldown: 1 Minute

Hindsight: You benefit from a 'Hindsight' spell.

Cost: 4 Intelligence Burn
Cooldown: 1 Minute

Foresight: You benefit from a 'Foresight' spell.

Cost: 5 Intelligence Burn
Cooldown: 1 Minute

Insight: You benefit from a 'Moment of Prescience' spell.

Cost: 6 Intelligence Burn
Cooldown: 5 Minutes
As an immediate action you can force a creature you can see into a 'more natural' and 'realistic' state.

Izanami invalidates any and all immunities, resistances, and special defenses the target possesses for 3 rounds. Constructs may be subjected to critical hits, Liches do not revive if slain, creatures under Mind Blank may be subjected to Divinations or Mind Affecting spells, and so on.

After 3 rounds have passed the creature regains these lost abilities and defenses. This does not restore injuries from critical hits, negate magical control that should have been blocked by Mind Blank, or revive a creature that was slain by a means it would normally survive, it merely reinstates any of the creature’s defenses that should be active.

Izanami only applies to the defensive abilities and defensive effects acting on a creature; it has no effect on their other abilities. A powerful Conjurer may simply Teleport away while his defensives have been subverted, while a powerful Lich may paralyze their attackers or use powerful magic as usual.
Cost: 5 Intelligence Burn
Cooldown: 10 Minutes

Izanagi: As an Immediate Action you reject the reality of your situation and return to a better time. You are restored to a composite of the best physical and mental state you have experienced within the last 3 rounds; your Hit Points are restored to the highest value it had been within that frame time, beneficial spells and effects that expired in this time frame are reinstated with the appropriate number of rounds remaining, and so on. Detrimental effects, such as harmful spells or negative status effects, are removed entirely if the effect was imposed within this period of time.

As you prefer you may either vanish upon activating this ability only to reappear on your initiative count or instantly relocate yourself to a location you have passed through within the last 3 rounds upon activating this ability.

Cost: 5 Wisdom Burn
Cooldown: 10 Minutes
Divine Authority: As a Standard Action you may focus your will upon a target nearby to freeze them in time and space. A target you can detect within Close Range must make a Will Save against your Mangekyou Technique DC or be left frozen in space and time, incapable of taking any physical or mental actions other than periodically resisting your control. Time's passage is halted entirely for the subject; it does not age, breathe, hunger, fall when elevated away from the ground, observe the outside world, or even take damage. Under all but the absolute strangest conditions the subject is completely invulnerable and utterly inviolable.

Once per round as a Fullround Action the subject may attempt a new save against this effect; on a successful save it is freed and returns to the normal flow of time. Should the subject fail these additional saves it slips further and further out of the flow of time. After the first minute it may only attempt a save against this effect once each minute. After ten minutes this becomes once every ten minutes; after an hour this becomes once per hour; after a day it becomes once per day; after a week this becomes once per week; after a month this becomes once per month; after a year this becomes once per year; after ten years this becomes once every ten years; and so on.

Although the subject can be moved and carried through space their weight seems to vanish the moment they are no longer being actively moved; for most purposes the subject functions as an Immovable Rod. To outside observers the subject is frozen in place and petrified, but the subject itself believes it is still resisting the effect every round regardless of how much time actually passes; millions of millennia may seem like no more than a few minutes to an exceptionally unlucky subject. Only the most powerful effects that directly influence the flow of time can free the subject; a Time Stop effect created within 30 feet of the creature allows it to act normally until the Time Stop effect ends, while a Temporal Stasis spell cast on the subject can be used to attempt to Dispel this effect. 'Wish' and 'Miracle' and similarly powerful effects may also be used to liberate the subject.

Cost: 3 Wisdom Burn
Cooldown: 10 Minutes

One Cycle Tsukuyomi: As an Immediate Action you bind the mind of a subject within Close Range in an extremely complex illusory space for one single devastating moment.

Upon using Tsukuyomi on a subject they become trapped within their own mind for a split second stretched to last 10 rounds from their perspective. During this time the subject’s mind is forced into a mental arena to face an illusory copy of you, fully armed and prepared as both of you are in reality, in a battle to the death. The mental arena is a simplified imitation of your actual physical location but what appears within the mental arena is limited by your knowledge of the location; a hidden passageway you are not aware of would not appear in the mental arena and a trap you set that your enemies have secretly disarmed will appear ready for your use. The subject battles the illusory copy of you fiercely, accumulating fatigue and expending resources as they would in real life; as Tsukuyomi is merely a complex illusion they do not expend magical items or ammunition, though most will believe they have done so until they personally confirm the items are still in usable condition.

Should the subject defeat you within the Tsukuyomi mental arena they snap awake from your Tsukuyomi Fatigued and any spell slots or other limited use abilities they expended within the Tsukuyomi have a 50% chance to be expended to no effect in reality.

Should the subject neither defeat you nor suffer defeat before the Minute long battle ends they snap awake from your Tsukuyomi Exhausted and any spell slots or other limited use abilities they expended within the Tsukuyomi are expended to no effect in reality.

Should the subject suffer defeat within the Tsukuyomi mental arena by dying, attempting to flee more than 100 meters away from your illusory counterpart, losing consciousness for more than 1 Round, or by admitting defeat of their own accord, they are rendered Comatose in reality and all spell slots and limited use abilities they possess are expended to no effect in reality.

Cost: 3 Charisma Damage
Cooldown: 10 Minutes
Eternal Tsukuyomi: As an Full Round Action you bind the mind of a subject within Close Range in an extremely complex illusory space while drawing from their power. The subject must make a Will Save against your Mangekyou Technique DC to avoid entering a theoretically permanent Comatose state.

While under the effect of Eternal Tsukuyomi the subject lives out their life in a dream experiencing joy and misfortune perfectly interspaced to allow you to take advantage of the subject’s abilities. As a Swift Action you may draw upon the Spells Slots, Spells known, SLAs, or Supernatural abilities of a subject of Infinite Tsukuyomi, granting you access to the relevant power for one round.

Each time you exploit the power of a subject in Eternal Tsukuyomi the subject receives a Will Save against the initial DC with a +1 bonus on the save for each time you have exploited their power. On a Failed Save you may use the subject’s power as your own; using your own actions you may cast one of your spells known using the subject’s spell slots, or cast one of the subject’s spells using your own spell slots, or cast one of the subject’s spells using the subject’s spell slots, or use one of the subject’s SLA, or use one of the subject’s Supernatural ability, and so on, using best combination of the subject’s own magical capabilities and your own.

On a successful save the subject snaps free from the illusion and awakens. Eternal Tsukuyomi has a permanent duration unless interrupted by the subject making a successful saving throw or by someone ending the subject’s Comatose state.
Cost: 9 Charisma Burn
Cooldown: 1 Hour
Divine Commandment: As a Standard Action you impose your will upon a subject within Close Range. This target must make a Will Save your Mangekyou Technique DC to avoid falling hopelessly under your thrall for (1d4 * Level) minutes, allowing you to issue basic mental commands such as ["Come here", Defend this", "Go there", "Attack that", "Do nothing"] to it as a Free Action. Commands you directly communicate to the subject are carried out with desperate enthusiasm and overtly self-destructive commands only grant the subject a new saving throw with a +2 bonus; on successful save the subject does not follow this particular command, typically standing stock still or continuing to follow the second most recent viable command.

The true horror of Divine Commandment is slightly more subtle than direct power over the actions of another. Every minute while under your command the subject must attempt an additional saving throw against Divine Commandment. On a successful save the subject continues to follow your commands. On any failed save a stretch of time of the subject's life is rewritten however you see fit; the subject's memories may be erased or replaced, the subject's alignment may be rewritten, part of the subject's personality may be reconstructed, the subject's beliefs or values may be altered, and so on as memories of friends and foes and victories and defeats are all shuffled at your whim.

Any subject that fails this save at least half as many times as they have Hit Dice is irreversibly under your control; it follows your orders faithfully in life and death and rebirth and reincarnation until the end of time and beyond. Only the most powerful and most precisely arranged magic can reverse this alteration. A Miracle spell has a 75% chance to fail unless granted by a deity with at least one of the Time, Luck, Truth, Trickery, or Mind domains, while a Wish requires such precise wording and cadence of the request that there is never more than 50% chance of success.

Cost: 5 Charisma Burn
Cooldown: 1 Hour

Eternal Mangekyou Sharingan: You may use either of the two lowest cost versions of the Technique whenever you would activate the Technique for free.

At your option each time you use a Mangekyou Technique you may either half the activation cost of that Mangekyou Techniques or roll a d6; on a Result of 5 or 6 that instance of the Mangekyou Technique use has no cost at all, while a result of 1, 2, 3, or 4 uses the normal activation cost. You may make this roll before choosing which version of the Mangekyou Technique to use.

Doxkid
2022-03-02, 09:36 PM
Rinnegan Sage/Sage of 6 Paths.
Requirements: At least one 3 Tomoe Sharingan
Must have at least 100 Hit Points
OR
At least one Rinnegan
Hit Die: d6
Skill Points: 4 + Int
LevelBABFortReflexWillSpecialSpells Per Day

1st
+0
+0
+0
+2Concentric Eye: Limitless, Sage of 6 Paths+1 level of existing spellcasting class

2nd
+1
+0
+0
+3Concentric Eye: Immaterial, Sage of 6 Paths+1 level of existing spellcasting class

3rd
+2
+1
+1
+3Concentric Eye: Everlasting, Sage of 6 Paths+1 level of existing spellcasting class

4th
+3
+1
+1
+4Sage of 6 Paths, Forbidden Technique+1 level of existing spellcasting class

5th
+3
+1
+1
+4Sage of 6 Paths, Forbidden Technique+1 level of existing spellcasting class

6th
+4
+2
+2
+5Sage of 6 Paths, Forbidden Technique+1 level of existing spellcasting class


Class Skills:
The Rinnegan Sage's class skills and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge(all skills, taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).

Class Features:
Spells per day: At each level gained in Rinnegan Sage you gain new spells per day as if you had also gained a level in a spellcasting class you belonged to before adding the prestige class. You do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Rinnegan Sage you must decide to which class you add the new level for purposes of determining spells per day.

Concentric Eye: Your eyes transform into Rinnegan, a natural conduit for magical energies that allow you to wield power beyond this world's limits. You gain a (Level) Bonus to all Knowledge checks and are no longer restricted by any level-fixed limits for your spells or SLA; a Rinnegan Sage with an effective Caster Level of 20 would produce 10 missiles when casting the ‘Magic Missile’ Spell.

At 2nd level your Rinnegan’s power is able to directly influence the material world. You now half the cost of any Material Components and/or Focus Components for your Spells and SLA. Spells and SLA with a Material Component or Focus Component costing less than (Level * 100) GP after this ability is applied do not require that Material Component or Focus Component.

At 3rd level your Rinnegan’s power has tempered your soul. You now half any XP costs for your Spells, SLA, and special abilities. Should this reduce an XP cost below (Level * 50) XP then that XP cost is removed entirely.

A Blind Rinnegan Sage loses the benefits of this class feature while Blind.

Sage of 6 Paths: Mastery of the Rinnegan grants the Sage rare and mysterious abilities. At first level you gain access to the Basic Technique of all 6 Rinnegan Sage Paths, all of which are usable At-Will, and you learn the Initiate Technique for the first Rinnegan Path you choose to study. At each level thereafter you automatically gain greater proficiency with the Rinnegan Paths you have chosen and tap into the abilities of an entirely new Rinnegan Path. A Blind Rinnegan Sage may only use Basic Rinnegan Techniques while Blind.

Each individual Initiate Technique, Advanced Technique, Master Technique, and Secret Technique may be used once per day at no cost. Beyond this each individual Technique requires a certain amount of time to pass between uses and for you to sacrifice your own vitality; the cost of each Technique, the duration of the technique, and how frequently you may use that technique is listed in the Technique's entry.

The following Table displays the advancement of a Rinnegan Sage’s Six Paths.




Sage
Level
First Path
Second Path
Third Path
Fourth Path
Fifth Path
Sixth Path



1
Initiate
-
-
-
-
-


2
Advanced
Initiate
-
-
-
-


3
Master
Advanced
Initiate
-
-
-


4
Secret
Master
Advanced
Initiate
-
-


5
-
Secret
Master
Advanced
Initiate
-


6
-
-
Secret
Master
Advanced
Initiate

Asura Path
Asura Basic Technique: As a Swift Action you may either grow two additional arms or withdraw any of your extra arms. Growing extra arms is as the spell Girallon’s Blessing except that these arms may also be used as normal limbs capable of fine manipulation. You may make attacks with these additional arms as if performing off-hand attacks; any benefits that would that would normally be afforded to a single 'off hand' or 'secondary hand' is also applied to any hands you grow using Asura Path techniques.
Activation: Swift Action
Cost: None
Duration: Permanent until dismissed
Cooldown: None
--
Initiate Asura Technique(EX): You may perform a Full Attack as a Standard Action.
Activation: None
Cost: None
Duration: Constant
Cooldown: None
----
Advanced Asura Technique(EX): As a Swift Action you grow up to four additional arms; this overwrites the effect of the Basic Asura Path Technique.
Activation: Swift Action
Cost: 1 Charisma Damage
Duration: (1d4 * Level) Rounds
Cooldown: 1d4+1 Rounds after duration ends.
--
Master Asura Technique(EX): Perform a Single Attack as a Move Action.
Activation: Move Action
Cost: 2 Charisma Damage
Duration: N/A
Cooldown: 1d4+2 Rounds

Secret Asura Technique(EX): You may treat two of your arms as your 'primary hands' when making attacks, removing any 'Two Weapon Fighting' penalties and 'off hand attack' penalties with both of these limbs. Any benefits that would normally be afforded to a single 'primary hand', such as Iterative Attacks or an extra attack granted by the Haste spell or the Rapid Shot feat, is now applied to both of these hands, while any benefits that would that would normally be afforded to a single 'off hand' or 'secondary hand', is now applied to all of your other hands.
Activation: Constant
Cost: None
Duration: Constant
Cooldown: None

Deva Path
Deva Basic Technique: As a Move Action you create a shimmering disk of force that floats besides, or under, yourself. When positioned under you the disk increases your movement speed by 15 feet and, should you desire, allows you to glide with exceptional maneuverability; you may move in the air as you would upon solid ground, but at the end of any turn you spend in the air you fall 10 feet toward the ground. When positioned besides you the disk instead functions as a Tower Shield that grants a (2 + Level) Shield bonus to AC; this function has no armor check penalty associated with it, does not create a risk of arcane spell failure, and does not impede your actions in any significant way.

Changing between functions of the Disk of Force is a Swift Action. The Disk of Force created by this technique remains in effect until dismissed or destroyed
Activation: Move Action
Cost: None
Duration: Permanent until dismissed
Cooldown: None
--
Initiate Deva Technique: As a Move Action you may create a 'Wall of Force'. This functions as the spell of the same name, except that the Wall of Force created by this ability is maintained by your willpower and vanishes once you stop feeding energy to it as a Move action each round.
Activation: Move Action
Cost: 1 Dexterity Damage
Duration: Concentration
Cooldown: 1d4 Rounds
--
Advanced Deva Technique: As a Standard Action you may cause each subject in a 40x40x40 foot cube of space you can see to fall in the direct of your choosing as if you changed the orientation of gravity for that subject. There is no saving throw for this effect; creatures capable of flight may choose to fly against the pull of gravity, while others treat the change as if they were falling in that direction.
Activation: Standard Action
Cost: 2 Dexterity Damage
Duration: Concentration
Cooldown: 1d4 + 1 Rounds after duration ends.
--
Master Deva Technique: As a Immediate Action you repel enemies within a 60 foot radius burst centered on yourself. Enemies within this area are allowed a Strength Check DC (20 + Int Mod) to avoid being pushed to the closest edge of this radius, taking 1d6 damage for every 5 feet they are pushed.
Activation: Immediate Action
Cost: 3 Dexterity Damage
Duration: Instant
Cooldown: 1d4+3 Rounds.
--
Secret Deva Technique: With a Full Round of Concentration you conjure a strange extradimensional space at any point you can see. Each round on your turn creatures within 30 feet of this Focal Point must make a Strength Check DC (20 + Level) to avoid being drawn into this extradimensional space, creatures within 60 feet must make a Strength Check DC (15 + Level) to avoid being drawn 20 feet closer to the point, and creatures within 60 feet must make a Strength Check DC (10 + Level) to avoid being drawn 10 feet closer to the Focal Point. Any enemy that comes into contact with this Focal Point is trapped within the extradimensional space and Paralyzed with no save against the effect. When you stop concentrating on this ability the Focal Point is sealed within a floating sphere of dirt, dust, and loose debris, further restraining any creatures drawn within; treat this as an ‘Imprisonment’ effect that does not allow a save to resist and is not subject to Spell Resistance.

A 120 foot radius around this Focal Point is treated as difficult terrain that hampers all standard modes of movement, from walking to climbing to burrowing to swimming to flight; a subject suspended in the same medium as Focal point, such as a Roc flying near the a Focal Point in midair or a Whale swimming near a Focal Point submerged under water, are dragged twice the normal distance toward the Focal Point on any failed Strength Check. Freedom of Movement, and similar effects, allow a subject to ignore the Difficult Terrain created by this effect but not the pulling force dragging that subject toward the Focal Point.
Activation: Fullround Action
Cost: 5 Dexterity Damage
Duration: Concentration
Cooldown: 1 Hour.
Naraka Path
Basic Naraka Technique: As a Standard Action you may open or close a 5 foot radius portal to a cube shaped extradimensional space with an edge length of (Level * 5) feet. While you are inside of this extradimensional space the Basic Naraka Technique opens a portal to your last external location.
Activation: Move Action
Cost: None
Duration: Permanent until dismissed
Cooldown: None
--
Initiate Naraka Technique: As a Standard Action you focus errant magical energy into your Basic Naraka Path Technique’s extradimensional space to instantly reconstructed and restored all objects stored within this extradimensional space, as if by the ‘Make Whole’ spell.
Activation: Standard Action
Cost: 1 Strength Damage
Duration: Instant
Cooldown: 1d4 + 5 Rounds
--
Advanced Naraka Technique: You gain Fast Healing (Level) while you have Line of Sight to your Basic Naraka Technique portal. Inside your Naraka Space your allies gain Fast Healing (Level) and you double your Fast Healing.
Activation: Automatic
Cost: None
Duration: Constant
Cooldown: None
--
Master Naraka Technique: As a Fullround Action you expend some of your own vitality to heal those who have earned your favor. An ally within your Naraka Space immediately regains half of their maximum Hit Points and also regrows severed members, restores broken bones, and recreates ruined organs.
Activation: Fullround Action
Cost: 3 Strength Damage
Duration: Instant
Cooldown: 2d4 + 5 Rounds
--
Secret Naraka Technique: With One Minute of Concentration you restore the bond between the body and soul of a fallen ally that has been placed within your Basic Naraka Technique's Extradimensional space. A slain ally with a mostly intact body is restored to life with full hit points and no loss of prepared spells or spell slots; A slain ally with missing limbs and/or ruined organs is instead restored to life with half health and has a 50% chance to retain any particular spell or spell-slot; a slain ally with an utterly ruined body is instead restored life with a single hit point and none of their prepared spells or spell slots.

Allies restored to life with this ability are always restored to a complete physical state with intact members and organs. A particular individual may only be restored to life Once per Day using this ability.
Activation: 1 Minute Concentration
Cost: 6 Strength Damage
Duration: Instant
Cooldown: 2d4 Minutes
Animal Path
Basic Animal Technique: As a Fullround Action you may summon an Immortal Beast to serve your will. You summon any individual monster from the ‘Summon Monster (Rinnegan Sage Level)’ spell list or the ‘Summon Nature’s Ally (Rinnegan Sage Level + 1)’ spell list to a square adjacent to you; a 6th level Rinnegan Sage would have access to the Summon Monster 6 list as well as all lower level Summon Monster, and the Summon Nature's Ally 7 list as well as all lower level Summon Nature's Ally spells. The summoned Immortal Beast acts immediately upon being summoned and on your initiative count thereafter.

Immortal Beasts benefit from any enhancements or improvements you would normally apply to the creatures conjured with Summon Monster spells or Summon Nature’s Ally spells. You may have no more than (Level) Immortal Beasts active at a time; attempting to summon a new Immortal Beast in excess of your limit replaces another Immortal Beast you have summoned at your option. Immortal Beasts have an unlimited duration and may be dismissed at any time as a Move Action.
Activation: Fullround Action
Cost: None
Duration: Permanent until dismissed
Cooldown: None
--
Initiate Animal Technique: As a Fullround Action you may imbue one of your Immortal Beasts with Supernatural Physical Might. The selected Immortal Beast grows two Size Categories larger, gaining all benefits and penalties associated with this size increase. While imbued with Supernatural Physical Might your Immortal Beast also gains DR/Adamantine equal to one third its Hit Dice or one third of your Hit Dice, whichever would be greater.
Activation: Fullround Action
Cost: 3 Constitution Damage
Duration: 1 Minute
Cooldown: 1d4 Minutes
--
Advanced Animal Technique: As a Fullround Action you may imbue one of your Immortal Beasts with Supernatural Martial Power. The selected Immortal Beast gains a BAB equal to either it’s own Hit Dice or your Hit Dice, whichever would be greater, and may perform one additional attack at it’s highest BAB each round. While imbued with Supernatural Martial Power your Immortal Beast also increases it’s Movement Speeds by 20 feet.

Immortal Beasts that are not normally proficient with weapons may perform this extra attack using one of their Natural Weapons.
Activation: Fullround Action
Cost: 3 Constitution Damage
Duration: 1 Minute
Cooldown: 1d4 Minutes
--
Master Animal Technique: As a Fullround Action make a touch attack against a willing, or Helpless, creature. If this creature has a CR no greater than (HD/2 + Level) it is thereafter branded as an Immortal Beast; you may now call it to your side at will, empower it as if it were an Immortal Beast, and command it as you would any of your loyal summons.

Unwilling creatures receive a Will Save DC (HD + Level) at the time you apply this ability and every time you attempt to call it thereafter. On a Successful save the creature breaks your connection with it and becomes immune to new applications of your Master Animal Technique for one month. If this save is the result of you attempting to call that creature it may either reject the call or accept the call and use the opportunity to confront you.
Activation: Fullround Action
Cost: 4 Constitution Damage
Duration: Permanent
Cooldown: 1 Hour
--
Secret Animal Technique: Immortal Beasts are called ‘Immortal’ for a good reason. Your Immortal Beasts gain Fast Healing (Rinnegan Sage Level) and heal for half of any damage they deal to enemies. This healing applies regardless of how the Immortal Beast injures the enemy or what kind of enemy is harmed.
Activation: Automatic
Cost: None
Duration: Constant
Cooldown: None
Human Path
Basic Human Technique: As a Swift Action you may imbue your next successful attack made within the next round with the power to paralyze the target. A victim struck by this attack takes (1d6 + Level) additional damage and has a 50% chance to be paralyzed for 1 round; the victim receives no saving throw against this effect.
Activation: Swift Action
Cost: None
Duration: 1 Round
Cooldown: None
--
Initiate Human Technique: As a Standard Action perform a Melee Touch Attack. The victim struck by this attack takes (1d6 * Level) damage and suffers 1 Negative Level. Creatures that would be slain by either the damage or Negative Level of this attack are instead Petrified at exactly 1 HP and 1 HD with no save.
Activation: Standard Action
Cost: 1 Wisdom Damage
Duration: Instant
Cooldown: 1d2 Rounds
--
Advanced Human Technique: As a Fullround Action perform a Melee Touch attack to initiate a Grapple against a target. A Grappled Victim suffers the effects of a ‘Geas/Quest’ spell for the duration of the Grapple with no Save, except the quest is to answer all questions posed to them truthfully and concisely. On any round the subject refuses to speak at least (Level) worth of answers, willingly speaks a falsehood, or obfuscates the truth, the subject takes (1d6 * Level) damage and suffers 2 Negative levels.

Creatures that would be slain by this damage, or creatures suffering as many negative Levels as they have HD, are permanently Petrified at exactly 1 HP and 1 HD with no save.
Activation: Fullround Action
Cost: 1 Wisdom Damage
Duration: Grapple Duration, Instant
Cooldown: 1d3 + 1 Rounds
--
Master Human Technique: With a touch you salvage knowledge from a helpless creature. As a Fullround Action you touch a Petrified or Paralyzed creature and make a Knowledge Check; the higher your check result the more information you salvage from the petrified creature's mind about that topic. An individual Petrified or Paralyzed Creature may not be subjected to this ability more than once per day.
Activation: Fullround Action
Cost: None
Duration: Instant
Cooldown: Once per Day per creature
--
Secret Human Technique: As a Fullround Action perform a Melee Touch Attack. The victim struck by this attack must make a Will Save DC (HD + Level) or die instantly as their soul is drawn from their body and stored within your Rinnegan or a nearby object you designate. On a Successful Will Save the Subject must make a Fortitude Save against the same DC; on a failed save the subject suffers 1d4 negative levels from the spiritual trauma of the attack.
Activation: Fullround Action
Cost: 5 Wisdom Damage
Duration: Instant
Cooldown: 2d6+2 rounds
Ghoul Path
Basic Ghoul Technique: You gain Spell resistance (HD + Level) which may be raised or lowered as a free action, even outside of your own turn. Should you already possess Spell Resistance, or gain Spell Resistance from another source, the higher SR increases by (Rinnegan Sage Level) and may be raised or lowered as a free action, even outside of your own turn.
Activation: Free Action
Cost: None
Duration: N/A
Cooldown: None
--
Initiate Ghoul Technique: On any successful Natural Attack or Unarmed Strike you automatically Dispel one random magical effect from the target. An individual victim may not be subjected to this effect more than once per round.
Activation: Constant
Cost: None
Duration: Instant
Cooldown: Once per turn per target.
--
Advanced Ghoul Technique: You regain (Level * 5) Hit points upon Dispelling or Counterspelling a magical effect you did not create. If you are already at full health you gain the excess value of restored health as Temporary Hit Points, which lasts for 1 hour. These Temporary Hit Points always stack with Temporary Points from any source, including other instances of this ability and other Ghoul Path abilities.
Activation: None
Cost: None
Duration: 1 Hour
Cooldown: None
--
Master Ghoul Technique: When you successfully resist a magical effect with your Spell Resistance you may, as an Immediate Action, choose to Counterspell the entire effect.
Activation: Immediate Action
Cost: 2 Intelligence Damage
Duration: Constant
Cooldown: None
--
Secret Ghoul Technique: On any successful Natural Attack or Unarmed Strike the victim loses a random spell of the highest spell level they had available; spontaneous spellcasters instead lose a single spell slot of the highest level they have available. An individual victim may not be subjected to this more effect than once per round. This is treated as Dispelling a magical effect; if the exact spell lost by a spontaneous spellcaster is needed the spell is selected randomly from the appropriate spells they know.
Activation: None
Cost: None
Duration: Instant
Cooldown: None

Forbidden Technique: As you master your Rinnegan you accumulate strange new abilities to better manipulate the world around you. Each time you gain this ability you may choose one Cleric Domain, any feat listed here (https://forums.giantitp.com/showsinglepost.php?p=25382921&postcount=4), or one of the Rinnegan’s Forbidden Techniques. The Forbidden Techniques you may select, as well as the associated cost of the technique and how frequently the Technique may be used, are listed below; a Blind Rinnegan Sage loses the ability to use any Forbidden Technique while Blind, but retains the full use of any Domain they have selected.

Should you select a Domain you gain the Domain power with an effective Cleric level equal to your Hit Dice. If you are a prepared spellcaster the spells from your selected Domain may be cast spontaneously by “losing” a prepared spell of the same level or higher. If you cast your spells spontaneously you add the spells from your selected domain to your spells known.

Invest Power
With 1 hour of contact and concentration you may reanimate the corpse of a creature with a CR no greater than (HD - 5). This creature is revived under your control and is Invested with one of your Rinnegan paths. The Invested Creature may use any of this Invested Rinnegan Path's techniques you have access to; these techniques retain their normal cooldown, but the Invested creature does not need to pay any cost when using these techniques.

As a Free Action you may control your Invested Creatures by telepathically communicate simple commands (Come here, go there, fight them, protect them, cast this, destroy that, stand still), by speaking complex verbal commands, or by using any other method of communication the Invested Creature can understand; regardless of how you communicate your commands the Invested Creature faithfully follows these commands to the best of it’s ability. Alternatively you may concentrate on an Invested Creature as a Fullround Action to fully control that Invested Creature's actions for one turn.

With 1 Minute of concentration you may remove power you have Invested in a creature across any distance, slaying the creature and restoring your own power.

Consequence: While you have Invested power into a creature you lose access to all of the Invested Path’s techniques except for that path's Basic technique and you suffer 2 Negative levels; these negative levels never risk becoming permanent, but cannot be removed by any means short of deactivating the Investment or the creature’s death. Should an Invested Creature be slain or destroyed you continue to suffer these two negative levels for 24 Hours and do not regain access to the Invested Path for the same duration.
Activation: 1 Hour of Concentration
Cost: 2 Negative Levels, 20 Hit Points
Duration: Permanent until dismissed
Cooldown: None


Outer Path: As a Swift Action you form a +5 Adamantine weapon you are proficient with, form sufficient +5 Adamantine Ammunition to perform all of your attacks this round, or temporarily imbue a weapon you are holding with Adamantine properties in addition to it's normal properties.

On a successful attack with an Outer Path weapon the victim must make a Will Save against DC (20 + Level) to avoid suffering a permanent Outer Path Curse which applies a -3 Luck Penalty to the subject's Attack Rolls, Saving Throws, and Caster Level. For each individual suffering from your Outer Path Curse you gain a stacking +1 Luck bonus to Attack Rolls, Saving Throws, and Caster Level. A subject that dies while affected by your Outer Path Curse continues to grant you this benefit for 24 hours, or until the next time you regain spells should you have the ability to cast spells, after which point the bonus from that slain subject vanishes. An Outer Path Curse can be removed as if it were the result of a ‘Bestow Curse’ spell cast by a Sorcerer with a caster level equal to your HD.

Weapons and ammunition created by this ability last for 1 minute after leaving contact with you before dissolving into inert dust. Likewise weapons imbued with this ability retain the imbuement for 1 minute after leaving contact with you, before returning to their normal state.

Consequence: None
Activation: Swift Action
Cost: 5 Hit Points
Duration: 1 Minute
Cooldown: None

Perfect Control: Half the cooldown of any special abilities you possess, rounding down to the nearest round when necessary.

Consequence: None
Activation: None
Cost: None
Duration: N/A
Cooldown: None

Perfect Sage: You may alter any damaging Spell, SLA, or Supernatural ability to deal damage with a different element. You may convert any type of magical damage to Fire, Electric, Acid, or Cold damage without any reduction, or convert any type of magical damage to Force or Sonic damage by halving the total damage dealt; a 'Fireball' spell that would normally deal 10d6 Fire damage could be altered to deal 10d6 Cold damage, or altered to deal 5d6 Sonic damage. As part of this conversion Spells and SLA gain the descriptor of the new element; at your option you may retain the original elemental descriptor or discard it.

Consequence: None
Activation: None
Cost: None
Duration: N/A
Cooldown: None

Doxkid
2022-03-02, 09:36 PM
Items

1 Tomoe Sharingan Graft
Cost: $8,000 GP
Location: Eyes.
Benefit:
The user of this graft replaces one of their eyes with a Sharingan, gaining the benefit of one Sharingan Path boon. Creatures that naturally possess a Sharingan, either through a class feature or the Ocular Atavism feat, never suffer the listed consequence of using any Sharingan Graft.

Imitation Eye Boon:
The Sharingan acts as a spellbook with (HD) pages. Once per day a Prepared Spellcaster with an Imitation Path Sharingan Eye may can cast a spell stored in the Sharingan Graft spontaneously by "losing" a prepared spell of the same level or higher. Spontaneous Spellcasters treat spells stored in their Sharingan as known spells. These benefits are in addition to any the graft's user would have from being on the Imitation Eye Path.

Consequence: A spellcaster with an Imitation Eye Sharingan must make a Fortitude Save DC (10 + Spell Level) any time they attempt to cast a spell or SLA. On failure they become Fatigued for 1 hour; should the spellcaster already be Fatigued they are instead rendered Exhausted for 1 hour and lose the spell.

Evil Eye Boon:
The user gains a 15 foot Gaze Attack that applies the Sickened condition. Enemies that successfully harm the user become immune to the users Evil Eye Gaze attack for 24 hours. A user on the Evil Eye Path instead increases the range of their Evil Eye Gaze Attack by 15 feet and increases the number of targets they can affect with each of their their Evil Eye Techniques by 1.

Consequence: A creature with an Evil Eye Sharingan suffers a -3 penalty to Initiative.

Illusion Eye Boon:
The user gains a 10 foot radius Aura that applies the Shaken condition. Enemies that successfully harm the user become immune to the users Illusion Eye Aura for 24 hours. A user on the Illusion Eye Path instead increases the radius of their Illusion Aura by 10 feet and decreases the cooldown of their Illusion Techniques by 1 round, to a minimum of 1 round.

Consequence: A creature with an Illusion Eye suffers a -5 penalty to Bluff, Diplomacy, Disguise, and Handle Animal checks.

Construction: The Graft Flesh feat, an Alchemy Lab, the blood and flesh of a Uchiha, 4,000 gp, 320 XP, 8 days.

*Special: Any Sharingan removed from a Sharingan wielder can be used as a Sharingan Graft for 1 week before its ocular powers start to fade. After one week the user must make a Fortitude Save DC (10 + the number of days the Ocular Power has been fading) each day. On a failed save the Sharingan permanently loses its ocular powers becoming a normal, but functional, eye.

**Special: A 1 Tomoe Sharingan, even one that has lost its ocular powers, can be consumed as a component for a 1 Tomoe Sharingan Graft of the same level; doing so reduces the final GP, XP, and time costs associated with creating the Graft by 75% and satisfies all material components of the graft.
2 Tomoe Sharingan Graft
Cost: $18,000 GP
Location: Eyes
Benefit: As the 1 Tomoe Sharingan Eye, except the user also gains a second Sharingan Boon as well as the associated Consequence.

Construction: The Graft Flesh feat, an Alchemy Lab, the blood and flesh of a Uchiha, 9,000 GP, 720 XP, 18 days.

*Special: Any Sharingan removed from a Sharingan wielder can be used as a Sharingan Graft for 1 week before its ocular powers start to fade. After one week the user must make a Fortitude Save DC (12 + the number of days the Ocular Power has been fading) each day. On a failed save the Sharingan permanently loses its ocular powers becoming a normal, but functional, eye.

**Special: A 2 Tomoe Sharingan, even one that has lost its ocular powers, can be consumed as a component for a 2 Tomoe Sharingan Graft; doing so reduces the final GP, XP, and time costs associated with creating the Graft by 75% and satisfies all material components of the graft. Likewise, consuming a 1 Tomoe Sharingan reduces the final costs of creating the Graft by 50%.

3 Tomoe Sharingan Graft
Cost: $30,000 GP
Location: Eyes

Benefit: As the 1 Tomoe Sharingan Eye, except the user gains all three Sharingan Boons and all three associated Consequences. A Sharingan wielder who would count as having one Tomoe for one of his Sharingan Paths may use the 2 Tomoe Abilities for this path.

Construction: The Graft Flesh feat, an Alchemy Lab, the blood and flesh of a Uchiha, 15,000 GP, 1,200 XP, 30 days.

*Special: Any Sharingan removed from a Sharingan wielder can be used as a Sharingan Graft for 1 week before its ocular powers start to fade. After one week the user must make a fortitude Save DC (14 + the number of days the Ocular Power has been fading) each day. On a failed save the Sharingan permanently loses its ocular powers becoming a normal, but functional, eye.

**Special: A 3 Tomoe Sharingan, even one that has lost its ocular powers, can be consumed as a component for a 3 Tomoe Sharingan Graft; doing so reduces the final GP, XP, and time costs associated with creating the Graft by 75% and satisfies all material components of the graft. Likewise, consuming a 2 Tomoe Sharingan reduces the final costs of creating the Graft by 50% and consuming a 1 Tomoe Sharingan reduces the final costs of creating the Graft by 25%.

Mangekyou Sharingan Graft
Cost $44,000 GP
Location: Eyes.
Benefit: As the 3 Tomoe Sharingan Eye Graft except the user gains one Mangekyou Technique to use once per day with an Effective Mangekyou Level of 1; the Mangekyou Technique has the normal associated drawback and activation cost. Mangekyou Adepts with a Mangekyou Sharingan Graft add this Mangekyou Technique to those they know from their Mangekyou Adept levels, reduce the Cost of using any Mangekyou Techniques they have access to by 1 per functional Mangekyou Graft, and do not suffer the consequence listed below.

A Sharingan wielder may now use the 3 Tomoe Abilities for the two Sharingan Paths he gained earliest and the 2 Tomoe Ability for the Sharingan Path he gained last.

Consequence: Each use of a Mangekyou Technique leaves the user Fatigued for 3 Hours. Should the user already be fatigued they are instead Exhausted for 1 Day.

Construction: The Graft Flesh feat, an Alchemy Lab, the heart of a Uchiha, the 'Shadow Evocation' spell, 22,000 GP, 1,760 XP, 44 days.

*Special: A Mangekyou Sharingan removed from a Mangekyou Adept can be used as a Mangekyou Sharingan Graft for 1 week before its ocular powers start to fade. After one week the user must make a fortitude Save DC (16 + the number of days the Ocular Power has been fading) each day. On a failed save the Mangekyou Sharingan permanently loses its ocular powers becoming a normal, but functional, eye.

**Special: A Mangekyou Sharingan, even one that has lost its ocular powers, can be consumed as a component for a Mangekyou Graft; doing so reduces the final GP, XP, and time costs associated with creating the Mangekyou Graft by 75% and satisfies all material and spell requirements of the graft. Likewise, consuming a Three Tomoe Sharingan reduces the final costs of creating the Graft by 50% and consuming a Two Tomoe Sharingan reduces the final costs of creating the Graft by 25%.

Rinnegan Graft
Cost $60,000 GP
Location: Eyes.
Benefit: As the 3 Tomoe Sharingan Eye Graft except the user gains one Rinnegan Path to use with an effective Rinnegan Sage level of 1; they may use each of the Basic Technique, Initiate Technique, Advanced Technique, and Master Technique for this path once per day with the associated Cost. Rinnegan Techniques without a definite duration instead last no more than 5 Minutes. Rinnegan Sages add these techniques to those they know through the Sage of 6 Paths class feature, reduce the Cost of using any Sage of 6 Path Techniques they have access to by 1 per functional Rinnegan Graft, and do not suffer the consequence listed below.

A Sharingan wielder may now use the 3 Tomoe Abilities for the two Sharingan Paths he gained earliest and the 2 Tomoe Ability for the Sharingan Path he gained last.

Consequence: Each use of a Rinnegan 6 Path Technique leaves the user Fatigued for 5 Hours. Should the user already be fatigued they are instead Exhausted for 1 Day.

Construction: The Graft Flesh feat, an Alchemy Lab, the heart of a 6 HD Evil Outsider, the heart of a 6 HD Good Outsider, the 'Create Undead' Spell, the 'Raise Dead' spell, 30,000 GP, 2,400 XP, 60 days.

*Special: A Rinnegan removed from a Rinnegan Sage can be used as Rinnegan Graft for 1 week before its ocular powers start to fade. After one week the user must make a fortitude Save DC (17 + the number of days the Ocular Power has been fading) each day. On a failed save the Sharingan permanently loses its ocular powers becoming a normal, but functional, eye.

**Special: A Rinnegan, even one that has lost its ocular powers, can be consumed as a component for a Rinnegan Graft; doing so reduces the final GP, XP, and time costs associated with creating the Rinnegan Graft by 75% and satisfies all material and spell requirements of the graft. Likewise, consuming a Three Tomoe Sharingan reduces the final costs of creating the Graft by 50% and consuming a Two Tomoe Sharingan reduces the final costs of creating the Graft by 25%.


Indra Eye Graft
Cost $80,000 GP
Location: Eyes.
Benefit: As the Mangekyou Graft except the user of an Indra Eye suffers Ability Damage when they would normally suffer Ability Drain from a Mangekyou Technique's Activation Cost and the user increases their effective Mangekyou Adept Level by 1.

A Mangekyou Adept may choose any version of a Mangekyou Technique when activating that Mangekyou Technique for free; they are no longer limited to only the lowest cost version of their Mangekyou Techniques. A Mangekyou Adept with the Eternal Mangekyou Sharingan ability may either half the cooldown of any Mangekyou Technique they use or roll a d4; on a result of 4 that instance of the Mangekyou Technique use has no cooldown. A Sharingan wielder may now use the 3 Tomoe Abilities for all of his Sharingan Paths.

Consequence: Each use of a Mangekyou Technique leaves the user Fatigued for 6 Hours. Should the user already be fatigued they are instead Exhausted for 2 Days.

Construction: The Graft Flesh feat, an Alchemy Lab, the heart of a Uchiha, the 'Greater Shadow Evocation' spell, 40,000 GP, 3,200 XP, 80 days.

*Special: An Mangekyou Sharingan removed from a Mangekyou Adept with the Eternal Mangekyou Sharingan ability can be used as a Indra Eye Graft for 1 week before its ocular powers start to fade. After one week the user must make a fortitude Save DC (18 + the number of days the Ocular Power has been fading) each day. On a failed save the Indra Eye permanently loses its ocular powers becoming a normal, but functional, eye.

**Special: A Mangekyou Sharingan from a Mangekyou Adept with the Eternal Mangekyou Sharingan ability, even one that has lost its ocular powers, can be consumed as a component for a Indra Eye Graft; doing so reduces the final GP, XP, and time costs associated with creating the Indra Eye Graft by 75% and satisfies all material and spell requirements of the graft. Likewise, consuming a Mangekyou Sharingan reduces the final costs of creating the Graft by 50% and consuming a Three Tomoe Sharingan reduces the final costs of creating the Graft by 25%.

Lesser Rinne-Sharingan Graft
Cost $150,000 GP
Location: Eyes.
Benefit: As both the Rinnegan Graft and the Mangekyou Graft except the user learns the Secret Technique for their chosen Rinnegan Path and the user increases their effective Rinnegan Sage Level by 1.

Mangekyou Adepts half the cost of their Mangekyou Techniques and Rinnegan Sages half the cost of any Rinnegan 6 Path Techniques, rounding down in both cases. Should the user be both a Mangekyou Adept and a Rinnegan Sage they also reduce the cost of any Rinnegan Forbidden Techniques they use by 50% rounding down, and they do not suffer the consequence listed below.

Consequence: Double the Consequence and Cost of the Rinnegan Forbidden Technique granted by this graft.

Construction: The Graft Flesh feat, an Alchemy Lab, the heart of a Uchiha, the heart of a 9 HD Evil Outsider, the heart of a 9 HD Good Outsider, the 'Limited Wish' spell, 75,000 GP, 6,000 XP, 150 days

*Special: An eye removed from a person who is both a Rinnegan Sage and a Mangekyou Adept, or a Rinnegan graft removed from a Mangekyou Adept after 1 week of use, or a Mangekyou graft removed from a Rinnegan Sage after 1 week of use, can be used as a Lesser Tomoe Rinne-Sharingan Graft for 1 week before its ocular powers start to fade. After one week the user must make a fortitude Save DC (19 + the number of days the Ocular Power has been fading) each day. On a failed save the Sharingan permanently loses its ocular powers becoming a normal, but functional, eye.

The eye of a person who is both a Mangekyou Adept and a Rinnegan Sage, or both a Rinnegan eye and a Mangekyou Sharingan eye, can be consumed as the components for a Rinne-Sharingan Graft regardless of whether these sacrificed eye or eyes have lost their ocular powers; doing so reduces the final GP, XP, and time costs associated with creating the Rinne-Sharingan Graft by 75% and satisfies all material and spell requirements of the graft. Likewise, consuming either a Rinnegan or a Mangekyou Sharingan reduces the final costs of creating the Graft by 50%.


True Rinne-Sharingan Graft
Cost $200,000 GP
Location: Eyes.
Benefit: As both the Indra Eye Graft and the Lesser Rinne-Sharingan Graft except the user learns gains one Rinnegan Forbidden Technique.

Mangekyou Adepts pay no cost to use their Mangekyou Techniques and Rinnegan Sages pay no cost to use their Rinnegan 6 Path Techniques. Should the user be both a Mangekyou Adept and a Rinnegan Sage they pay no cost to use their Rinnegan Forbidden Techniques and they do not suffer the consequence listed below. Any reduction to the Cost of a Mangekyou Technique, Rinnegan Technique, or Rinnegan Forbidden Technique now reduces the cooldown of that technique by a that same number of rounds, to a minimum cooldown of 1 round.

Consequence: Each use of any Mangekyou Technique, Rinnegan Technique, exhausts the user for 24 hours. Any use of a Rinnegan Forbidden Technique forces the user to make a Fortitude Save DC (20 + Number of times the user has used a Rinnegan Forbidden Technique within the last year). On a failed save the user dies. This DC resets after the user goes 1 year without using a Rinnegan Forbidden Technique

Construction: The Graft Flesh feat, an Alchemy Lab, the heart of a Uchiha, the heart of a 12 HD Evil Outsider, the heart of a 12 HD Good Outsider, the 'Wish' spell, 100,000 GP, 8,000 XP, 200 days

*Special: A Lesser Rinne-Sharingan Graft can be consumed as the components for a True Rinne-Sharingan Graft regardless of whether this sacrificed eye has lost its ocular powers; doing so reduces the final GP, XP, and time costs associated with creating the True Rinne-Sharingan Graft by 75% and satisfies all material and spell requirements of the graft. Likewise, consuming either an Indra Eye or a Rinnegan Sharingan reduces the final costs of creating the Graft by 25%

Alternate Class Features
Flame Champion ACF
Hit Points: d10
Base Attack Bonus: The Flame Champion uses the Fighter Base Attack Bonus progression.

Sharingan: At 1st level you gain a bonus to AC and Saving Throws equal to half your Charisma Bonus (if any); this Bonus to AC applies even against Touch Attacks or when Flat Footed, but is lost while Blind.

At 7th level you gain your First Sharingan Path, the 2nd Tomoe ability for this Path, and improve your bonus to AC and Saves to be equal to your Charisma Bonus (if any); this Bonus to AC applies even against Touch Attacks or when Flat Footed. While Blind this bonus to AC and Saves is halved.

At 13th level you gain your second Sharingan Path and the 3 Tomoe ability for both Sharingan Paths you possess.

Level 1
Will of Fire (SU): As a Flame Champion you grant the Flaming magical enhancement to Uchiha Weapons you wield, your Natural weapons, and to any special attacks or special abilities that deal fire damage; weapons retain this improvement for 1 round after the last moment the you wield it and impart the enhancement to their ammunition. This Flaming enhancement is in addition to any other enhancements or enchantments applied to a weapon, excluding another instance of Flaming special ability.

Level 7
Myriad Flames (SU): When using the Fireball Fire Technique as a Standard Action you may create one Fireball for each of your Iterative Attacks. All of these Fireballs use the same Attack Bonus.

Level 13
Will of Flame (SU): Thanks to the you have experience you have accumulated while manipulating magical fire you now grant the Flaming Burst magical enhancement to Uchiha Weapons you wield, your Natural weapons, and to any special attacks or special abilities that deal fire damage; weapons retain this improvement for 1 round after the last moment the you wield it and impart the enhancement to their ammunition. This Flaming Burst enhancement is in addition to any other enhancements or enchantments applied to a weapon, excluding another instance of Flaming Burst.

Level 19
Fire Shadow (SU): Having reached the pinnacle of fire manipulation you now grant the Flaming Blast enhancement to Uchiha Weapons you wield, your Natural weapons, and to any special attacks or special abilities that deal fire damage; weapons retain this improvement for 1 round after the last moment the you wield it and impart the enhancement to their ammunition. This replaces the Will of Fire ability you gained at level 1.


Arcane Master ACF
Hit Points: d6
Base Attack Bonus: Unchanged

Sharingan: At 1st level you gain the Imitation Eye Sharingan Path.

At 7th level you do not gain a Second Sharingan Path, but still acquire the 2nd Tomoe ability for the Imitation Eye Path. You also gain a bonus to your AC and Saving Throws equal to half your Charisma Bonus (if any); this Bonus to AC applies even against Touch Attacks or when Flat Footed. You lose these bonuses while Blind.

At 13th level you gain the 3 Tomoe ability for the Imitation Eye Path, and gain your Second Sharingan Path with the 2nd Tomoe ability for this Path. The defenses granted by your 2nd Tomoe improves, instead granting a bonus to your AC and Saving Throws equal to your Charisma Bonus (if any); this Bonus to AC applies even against Touch Attacks or when Flat Footed. While Blind this bonus to AC and Saves is halved.

Level 1
Arcane Skill (EX): When preparing spells or casting a spell Spontaneously, you may expend a use of your Spontaneous Sharingan Spellcasting as a Free Action to decrease the level of spell slot needed to cast that spell by one. Thus a Lightning Bolt spell, which would normally be a 3rd level spell slot, could be cast out of a 2nd level spell slot but still have the DC of a 3rd level spell.

Level 7
You gain one of Imitation Eye feats listed here. (https://forums.giantitp.com/showsinglepost.php?p=25382921&postcount=4)

Level 13
Copy Ninja: As a Fullround Action while Perfect Insight is active you may attempt to study a spell as it is cast or a spell that was cast within the previous 3 rounds. Should you succeed on a Spellcraft Check DC (15 + Caster Level) you treat this spell as one recorded in both of your Sharingan, if you have sufficient 'pages' in both Sharingan, until cast or otherwise expended; after 1 day the spell expires and is no longer available.

Level 19
Rapid Mudra: Spells that are recorded in at least one of your Sharingan Eyes do not require somatic components. Spells recorded in both of your Sharingan do not require either Verbal or Somatic components.


Moon Disciple ACF
Hit Points: d6
Base Attack Bonus: Unchanged

Sharingan: At 1st level you gain the Illusion Eye Sharingan Path.

At 7th level you do not gain a Second Sharingan Path, but still acquire the 2nd Tomoe ability for the Illusion Eye Path. You also gain a bonus to your AC and Saving Throws equal to half your Charisma Bonus (if any); this Bonus to AC applies even against Touch Attacks or when Flat Footed. You lose these bonuses while Blind.

At 13th level you gain the 3 Tomoe ability for the Illusion Eye Path, and gain your Second Sharingan Path with the 2nd Tomoe ability for this Path. The defenses granted by your 2nd Tomoe improves, instead granting a bonus to your AC and Saving Throws equal to your Charisma Bonus (if any); this Bonus to AC applies even against Touch Attacks or when Flat Footed. While Blind this bonus to AC and Saves is halved.

Level 1
Calm Mind: As a Fullround Action a you may half the radius of your Illusion Aura to double the rate at which your Illusion Techniques become available again. Returning the Illusion Auras radius to normal requires another Fullround Action.

Level 7
You gain one of Illusion Eye feats listed here. (https://forums.giantitp.com/showsinglepost.php?p=25382921&postcount=4)

Level 13
Deceive: Each round your first successful attack against a subject that is currently affected by one of your Illusion or Enchantment becomes a Critical Hit. The subject is immediately afforded a new save against the Illusion or Enchantment effect against the original DC.

Level 19
Nasty Plot: You leave a feint impression of yourself in your Illusion or Enchantment effects allowing you to delay, interrupt, or reactivate these effects as an Immediate action regardless of distance or circumstance. This does not increase the total duration of the effect.


Ill Omen ACF
Hit Points: d6
Base Attack Bonus: Unchanged

Sharingan: A 1st level you gain the Evil Eye Sharingan Path.

At 7th level you do not gain a Second Sharingan Path, but still acquire the 2nd Tomoe ability for the Evil Eye Path. You also gain a bonus to your AC and Saving Throws equal to half your Charisma Bonus (if any); this Bonus to AC applies even against Touch Attacks or when Flat Footed. You lose these bonuses while Blind.

At 13th level you gain the 3 Tomoe ability for the Evil Eye Path, and gain their Second Sharingan Path with the 2nd Tomoe ability for this Path. The defenses granted by your 2nd Tomoe improves, instead granting a bonus to your AC and Saving Throws equal to your Charisma Bonus (if any); this Bonus to AC applies even against Touch Attacks or when Flat Footed. While Blind this bonus to AC and Saves is halved.

Level 1
Glare: The Evil Eye Gaze Attack of an Ill Omen does not require an enemy to possess any form of vision.

Level 7
You gain one of the Evil Eye feats listed here. (https://forums.giantitp.com/showsinglepost.php?p=25382921&postcount=4)

Level 13
Leer: Enemies take a -2 Penalty to their Damage Reduction, Fast Healing, and Regeneration while suffering the effects of your Evil Eye Gaze and for each unique Evil Eye Technique applied to an enemy this penalty to DR, Fast Healing, and Regeneration is increased by 1. This may not reduce an enemy's Damage Reduction, Fast Healing, or Regeneration below 0.

Level 19
Mean Look (EX): You gain Total Concealment against enemies averting their eyes from your Gaze Attack.



Feats

Overdraft (Ocular)
Requirements: a minimum of 3 HD
Benefit: As a Move Action you gain the benefit of a 'Haste' spell for (1d4 + HD/3) rounds with the following differences: You gain a +10 feet bonus to movement speeds, +2 bonus Attack Rolls, +2 bonus to AC, and +2 bonus to Saves.

If you are Fatigued while activating Overdraft you temporarily lose the Fatigued condition; the Fatigued condition is reapplied to you at the end of Overdrafts duration. If you are Exhausted while activating Overdraft you temporarily lose the Exhausted condition, instead becoming Fatigued; the Exhausted condition is reapplied to you at the end of Overdrafts duration.

Once Overdraft ends you are Fatigued for 5 minutes. If you were Fatigued at the time of activating Overdraft, or are already Fatigued when Overdrafts duration ends, you are instead Exhausted for 1 hour. If you were Exhausted at the time of activating Overdraft, or are already Exhausted when Overdrafts duration ends, you are instead Blinded in one eye for 1 day. You may not activate Overdraft while completely Blind.

Overdraft can be taken multiple times. Each additional instance of the Overdraft Feat increases the bonus to Attack Rolls, AC, and Saves provided by this feat by 2, increases the Movement Speed bonus provided by the feat by 10 feet, and increases the duration of the feat by 1d4 rounds.

Insightful Eye (Ocular)
Requirements: Any exceptional/supernatural eye, such as a Sharingan or Byakugan or Eye Graft)
Benefit: You gain a +1 bonus to your Initiative Modifier, a +1 bonus to AC, and a +1 bonus To Hit with all attacks. This feat can be taken multiple times; the effects stack.

Ocular Atavism (Ocular)
Requirements: None
Benefits:
You gain +2 to your Sharingan Caster Level. This Feat can be taken multiple times; the effects stack.

If you do not possess any form of Sharingan you subsume the usual benefits of this feat to instantly promote one of your eyes into a 1 Tomoe Sharingan; treat this promoted eye as a 1 Tomoe Sharingan Graft, including any benefits and consequences.

If you possess at least one 1 Tomoe Sharingan you may subsume the usual benefits of this feat to instantly promote one of your Sharingan into 2 Tomoe Sharingan; treat this promoted eye as a 2 Tomoe Sharingan Graft, including any benefits and consequences.

If you possess at least one 2 Tomoe Sharingan you may subsume the usual benefits of this feat to instantly promote one of your Sharingan into 3 Tomoe Sharingan; treat this promoted eye as a 3 Tomoe Sharingan Graft, including any benefits and consequences.

If you possess at least one 3 Tomoe Sharingan you may subsume the usual benefits of this feat to promote your Sharingan into either a Mangekyou Sharingan or a Rinnegan over the coarse of 1 Day; treat this promoted eye as the relevant Graft, including any benefits and consequences.

If you possess either a Rinnegan or a Mangekyou Sharingan you may subsume the usual benefits of this feat to promote that eye into either an Indra Eye or a Lesser Rinne-Sharingan over the coarse of 1 Week; treat this promoted eye as the relevant Graft, including any benefits and consequences.

If you possess either a Lesser Rinne-Sharinganor an Indra Eye you may subsume the usual benefits of this feat to promote that eye into a True Rinne-Sharingan over the coarse of 1 Month; treat this promoted eye as the relevant Graft, including any benefits and consequences.

Regardless of which promotion you perform, you may only perform a single promotion with each instance of the Ocular Atavism feat:
Normal eye to 1 Tomoe Sharingan.
From 1 Tomoe Sharingan to 2 Tomoe Sharingan.
From 2 Tomoe Sharingan to 3 Tomoe Sharingan.
From 3 Tomoe Sharingan to Mangekyou Sharingan.
From 3 Tomoe Sharingan to Rinnegan.
From Mangekyou Sharingan to a Indra Eye.
From either a Rinnegan or Mangekyou Sharingan to a Lesser Rinne-Sharingan.
From either an Indra Eye or Lesser Rinne-Sharingan to a True Rinne-Sharingan.

*Special: Eyes promoted with this feat start to lose their ocular powers one day after being removed from your body, as opposed to the normal 1 week. After the first day the user must make a Fortitude Save DC (20 + the number of days the Ocular Power has been fading) each day. On a failed save the eye permanently loses its ocular powers becoming a normal, but functional, eye. An eye that was promoted with this feat can consumed as a component for a graft of the promoted form only if it has not since reverted back to its original form.

**Special: Should the promoted eye ever be removed from your body and replaced with a normal eye you may apply the promotion from this feat to the replacement eye after One Week; this eye must be be part of your body for that Week without interruption.


Opened Third Eye (Ocular)
Requirements: None
Benefit: You grow a Third Eye granting you a +1 Bonus to Search Checks, Spot Checks, Attack Rolls, and Armor Class. Any bonuses based on your eyes, vision, sight also improve by +1.

Should you possess any unusual abilities that depend on your eyes you may use these abilities with this Third Eye as well, subject to whatever restrictions would normally apply to the abilities or your eyes.

Rapid Fire (Fire)
Requirements: a minimum of 5 Uchiha Levels
Benefit: Reduce the Cooldown of your Fire Techniques by one round to a minimum cooldown of 1 rounds.

Rapid Fire can be taken multiple times. Each additional instance of Rapid Fire further reduces the cooldown of your Fire Techniques by 1 round, to a minimum of cooldown of 1 round.

Fire Bringer (Fire)
Requirements: None
Benefit: Whenever you would deal Fire damage you deal (1d6 + HD/3) additional damage. Whenever you one of your fire effects would apply to an area you may expand the radius or length of the effected area by 10 feet.

Fire Bringer can be taken multiple times; the effects stack.

Fire Lord (Fire)
Requirements: None
Benefit: Increase the Save DC of any fire-related abilities you use by 3.

Fire Lord can be taken multiple times; the effects stack.

Spirit Eye (Illusion Eye, Ocular)
Requirements: Access to the Illusion Eye Sharingan Path
Benefit: Reduce the Cooldown of your Illusion Techniques by 1 round, to a minimum of 1 round. Any Illusion Technique that would be reduced below 1 round instead gains +1 to its DC.

Spirit Eye can be taken multiple times. Each additional instance of Spirit Eye reduces the cooldown of all Illusion Techniques you know, or later learn, by 1 round and increases the DC of a particular Illusion Technique by +1 if the cooldown for that Technique was already 1 round.

Ghostly Eye (Illusion Eye, Ocular)
Requirements: 2 Tomoe Sharingan Illusion Eye Sharingan
Benefits:
Creatures threatened by you or your allies do not gain any benefit to resist your Illusion Techniques or Enchantment effects. You may ask victims of an Enchantment spells or Illusion Technique to perform acts that would obviously be harmful to themselves at no penalty and with no additional save; only victims directly asked to perform a suicidal action receive an additional save to resist obeying the request.

Haunting Eye (Illusion Eye, Ocular)
Requirements: 3 Tomoe Sharingan Illusion Eye Sharingan
Benefits:
At your option creatures that fail two saves against your Illusion Techniques within the same minute are rendered Unconscious and do not awaken until both Illusion Techniques end or the creature takes damage, whichever comes first.


Phantasm Eye (Illusion Eye, Ocular)
Requirements: Mangekyou Sharingan with the 'Illusion Eye' Ocular Improvement
Benefits:
At your option unconsciousness creatures affected by your Illusion Techniques may be treated as awake and 'Dominated', as the spell Dominate Monster. This state lasts for (Your Hit Dice/2) rounds or until the creature awakens, whichever comes first. A creature that has been Dominated with this feat becomes immune to the effect of this feat for 1 hour.


Pinwheel Eye (Imitation Eye, Ocular)
Requirements: Access to the Imitation Eye Sharingan Path
Benefits:
Your spells take up one fewer 'pages' than usual when recorded into a Sharingan eye. Spell that would be reduced below 1 'page' by this feat take up half of a 'page'.

Pinwheel Eye can be taken multiple times. Each additional instance of Copy Wheel Eye reduces the number of 'pages' spells occupy when recorded into a Sharingan Eye by 1 'page', to a minimum of 0.5 pages.

Fractured Mirror Eye (Imitation Eye, Ocular)
Requirements: 2 Tomoe Imitation Eye Sharingan
Benefits:
You have no maximum Caster Level when you cast 'Dispel Magic', 'Greater Dispel Magic', or any other spell/SLA/Effect with a Dispel Check. When making a Dispel Check you may use the greater of your Caster Level or your Hit Dice, which is then modified by any bonuses you would receive.

Kaleidoscope Eye (Imitation Eye, Ocular)
Requirements: 3 Tomoe Imitation Eye Sharingan
Benefits:
Add +1 to the Saving Throw DC and your Spell Penetration Checks for any spells you cast that are recorded in both of your Sharingan Eyes.

Shattered Mirror Eye (Imitation Eye, Ocular)
Requirements: Mangekyou Sharingan with the 'Imitation Eye' Ocular Improvement
The 'Copy Wheel Eye' Feat
Benefits:
When you successfully Dispel or Counterspell a spell you temporarily gain that spell as a spell known. Treat the Dispelled or Counterspelled spell as one recorded in both of your Sharingan Eyes until cast or otherwise expended; after 1 day the spell expires and is no longer available.

Maddening Gaze (Evil Eye, Ocular)
Requirements: Access to the Evil Eye Sharingan Path
Benefit: Increase the number of targets you can affect with each of your Evil Eye Techniques by 1.

Maddening Gaze can be taken multiple times. Each additional instance of Maddening Gaze increases the number of targets you can affect with each of the Evil Eye Techniques you currently know, as well as all Evil Eye Techniques you later learn, by 1.

Fiendish Eye (Evil Eye, Ocular)
Requirements: 2 Tomoe Sharingan Evil Eye Sharingan
Benefits:
You may choose to reduce the Initiative of any creature under the effects of your Evil Eye Techniques, down to a minimum Initiative of 0. Other than changing when that creature takes its actions in a battle compared to other participants the battle the creature still takes its turn normally; a creature can never lose the ability to take action because of this effect.

A creature whose Initiative has been set to 0 this way does not return to their original initiative count when the Evil Eye Technique ends unless their Initiative is forcibly changed, typically by means of magic.

Dementing Eye (Evil Eye, Ocular)
Requirements: 3 Tomoe Sharingan Evil Eye Sharingan
Benefits:
Whenever a creature you have rendered Confused, Enraged, or Insane would try to attack you or an ally they instead attack a different nearby creature. If there is no other valid target the Confused, Enraged, or Insane creature instead takes no action.

Fiendgod Eye (Evil Eye, Ocular)
Requirements: Mangekyou Sharingan with the 'Evil Eye' Ocular Improvement
Benefits:
Whenever a creature under the influence of your Evil Eye Techniques is prevented from taking an action that creature exhausts its own power as if it were fighting ferociously during that time. The creature fruitlessly expends one of its most powerful spells, limited-use SLA, abilities with a cooldown longer than 3 rounds, charges from a magical item in its possession, maneuvers, and so on; this expended ability has absolutely no effect, visually or mechanically.

The expended ability is chosen randomly from those that would directly contribute to that creatures offensive combat ability in the current situation; a Wizard battling Treants in a forest has a chance to expend a casting of 'Fireball' or 'Finger of Death' if she has prepared both spells, but would almost never expend the 'Teleport' or 'Wall of Iron' spells she also prepared that day unless all other options have been exhausted.

YuweaCurtis
2022-06-25, 10:38 PM
Hopefully this will be helpful, I'm not the best at judging power levels. Base Class first.

Proficiencies: Bastard sword / Katana proficiency por favor. I think they should be able to cast fine in light armor.

Skills: Autohypnosis would be cool, not needed though. Also Skills usually before class features, but that's just a nitpick.

Tomoe: Feel the AC bonus should come sooner, but I guess this fine. Though you could switch Two and Three's effect maybe?

Imitation Path: I personally dont like the idea them having to prepare spells daily. That aside I guess this is fine?

Evil Eye: I'm assuming # on the chart means the number of enemies influenced?

Illusion Eye: Those Immune should still get a +5 bonus to save. Also not too sure thats good at level 7.

Majestic may be a bit too powerful damage wise. Then again it is a full round action.

Jervis
2022-06-25, 11:29 PM
Unpopular opinion probably but a Sharingan feels more like a caster PrC than a base class. Actually, this is gonna be a real hot take, but shinobi in general are stated out best as psionic classes. Interesting class over all though.

Doxkid
2022-06-26, 12:16 AM
Hopefully this will be helpful, I'm not the best at judging power levels. Base Class first.

Proficiencies: Bastard sword / Katana proficiency por favor. I think they should be able to cast fine in light armor.

Skills: Autohypnosis would be cool, not needed though. Also Skills usually before class features, but that's just a nitpick.

Tomoe: Feel the AC bonus should come sooner, but I guess this fine. Though you could switch Two and Three's effect maybe?

Imitation Path: I personally dont like the idea them having to prepare spells daily. That aside I guess this is fine?

Evil Eye: I'm assuming # on the chart means the number of enemies influenced?

Illusion Eye: Those Immune should still get a +5 bonus to save. Also not too sure thats good at level 7.

Majestic may be a bit too powerful damage wise. Then again it is a full round action.

I'll slide that Katana/Bastard sword prof in there.

Skill vs Feature order swapped. Adding Autohypnosis isn't a problem, so I'll add that one in; I tend to forget psionics even exist.

Tomoe ability order isn't a big deal for me, so that could be swapped.

Imitation Eye: Uchiha being int based prepared casters with Cha based DCs is something I just really like. Not only does it it explain why Kakashi, the genius prodigy, is basically the only Sharingan user who copied a bunch of techniques, but having prepared casting be the main form and spontaneous casting being a bonus special ability made creating the ability a lot easier; I tried the pure-spontaneous route and it worked but it wasn't as elegant.

Evil eye: Yup, I'll clarify that.

Illusion Eye: Definitely including the +5.

Majestic: It was mostly built around the thought that most enemies would have fire resistance at that level, so it would almost always be a Save or die with a rider effect of half the listed damage thanks to the capstone that comes online 2 levels later. It may be over tuned though; I'll do a few number tests and simulations...


Unpopular opinion probably but a Sharingan feels more like a caster PrC than a base class. Actually, this is gonna be a real hot take, but shinobi in general are stated out best as psionic classes. Interesting class over all though.

I'll be honest with you; I don't actually know psionics and I can't build things for it like I could for the rest of 3.5's systems. It just hasn't really come up yet.

YuweaCurtis
2022-06-26, 12:31 AM
Imitation Eye: Well this class obviously has some extra stuff that still fits but isn't exactly Uchiha, so I'll take it you don't want to copy Shinobi exactly but... Shinobi learn jutsu then they do it at will. That says spontaneous to me. The only thinks that really take preparation is more complicated jutsu and even then that's more having the right tools. Not "Hmm let me do some preparation in the morning."

Which is one reason why psionics fits Naruto better, but tbf I didn't even think about it till he mentioned that.

Majestic: Well spells generally do d6 per level and have caps. Also you gave them some abilities to deal with fire resistance already. Honestly until Amaterasu I don't see there fire all that potent as far as melting resistance/ immunity.

On that other stuff... Nah I don't think Sharingan itself should be a PrC, unless it's a hell low level entry one.

I'll continue reading tonight / tommorow. I'm kinda reading multiple things lmfao.

Doxkid
2022-06-26, 12:38 AM
Imitation Eye: Well this class obviously has some extra stuff that still fits but isn't exactly Uchiha, so I'll take it you don't want to copy Shinobi exactly but... Shinobi learn jutsu then they do it at will. That says spontaneous to me. The only thinks that really take preparation is more complicated jutsu and even then that's more having the right tools. Not "Hmm let me do some preparation in the morning."

Which is one reason why psionics fits Naruto better, but tbf I didn't even think about it till he mentioned that.

Majestic: Well spells generally do d6 per level and have caps. Also you gave them some abilities to deal with fire resistance already. Honestly until Amaterasu I don't see there fire all that potent as far as melting resistance/ immunity.

On that other stuff... Nah I don't think Sharingan itself should be a PrC, unless it's a hell low level entry one.

I'll continue reading tonight / tommorow. I'm kinda reading multiple things lmfao.

Alright, how does this look?

Fireball: (2d6+ Cha mod) Direct hit, 1d6 burst
Grand Fireball: (4d6+ Cha Mod) Direct Hit, 2d6 burst
Majestic Fire: (8d6 + Cha Mod) Direct Hit, 4d6 cone

I also removed the Yang Incarnation feat, which increased [Fireball/Grand Fireball/Majestic Fire]'s damage.

Jervis
2022-06-26, 12:56 AM
I'll be honest with you; I don't actually know psionics and I can't build things for it like I could for the rest of 3.5's systems. It just hasn't really come up yet.

Basically just spontaneous casting with spell point magic variant rules. Not quite the same but that’s the basics. You also don’t scale with class level, you have to burn extra power points to get scaling. But it’s the best anime chakra/Ki/mana/whatever system in 3.5 outside of third party stuff. It’s also shockingly well designed on the system level for the reputation it gets.

It does have the issue of there just not being enough psionic powers to emulate jutsu directly. That’s easily fixed with, ironically, StP erudite rules where you just make all the nonproblematic spells psionic powers via its conversion rules. Unironically you end up with a class that isn’t much better than sorcerer, arguable weaker because psionic classes in general have fewer spells known. I’ve actually partially stated the it Madara as a level 24 Erudite and it’s shocking how many things you can get to fit with some jank. That builds a work in progress I need to post one of these days.

YuweaCurtis
2022-06-26, 01:26 AM
Alright, how does this look?

Fireball: (2d6+ Cha mod) Direct hit, 1d6 burst
Grand Fireball: (4d6+ Cha Mod) Direct Hit, 2d6 burst
Majestic Fire: (8d6 + Cha Mod) Direct Hit, 4d6 cone

I also removed the Yang Incarnation feat, which increased [Fireball/Grand Fireball/Majestic Fire]'s damage.

What did you change about the Fireballs? No Cha to burst damage?

Also I guess I misread cause I thought the original Majestic was 20d6 to the directly hit person. 10d6 should be fine, especially if it's a full round action.

Also I was ignoring this cause it's good enough as is and perhaps the Sharingan doesn't give as much info, but perhaps a permanent Detect Magic eventually? Also I just realized, Sharingan is always active?

Doxkid
2022-06-26, 08:32 AM
What did you change about the Fireballs? No Cha to burst damage?

Also I guess I misread cause I thought the original Majestic was 20d6 to the directly hit person. 10d6 should be fine, especially if it's a full round action.

Also I was ignoring this cause it's good enough as is and perhaps the Sharingan doesn't give as much info, but perhaps a permanent Detect Magic eventually? Also I just realized, Sharingan is always active?

Yup, I removed the (Cha Mod) to burst damage on each of the fire techniques and I lowered the number of dice in the burst damage of each fire technique to half the direct attack's damage dice. Looking at it again, I think I want Magestic Destroyer and Grand Fireball to do a little bit more damage, so I'll make it:

Fireball: (2d6+ Cha mod) Direct hit, 1d6 burst
Grand Fireball: (5d6+ Cha Mod) Direct Hit, 2d6 burst
Majestic Fire: (10d6 + Cha Mod) Direct Hit, 5d6 cone

The Sharingan is currently always active; I didn't consider it too important to give it a toggle switch since that would have weird implications for your combat state, it would need more finicky wordings, etc, etc. I could in theory give the 'Detect Magic' SLA an upgrade to 'Arcane Sight' at 2 tomoe and then 'Analyze Dweomer' at 3 tomoe to emulate the eyes activating, but I think it would be overloaded if I give it so much so I'll hold off for now; the fluff route of saying "I'm in combat? Red eyes, baby." seems better imo.

YuweaCurtis
2022-06-26, 11:48 AM
Yea the fire techniques look good to me now.

By emulate the eyes activating I'm assuming you mean the SLA wouldn't be continuously active?

Doxkid
2022-06-26, 12:27 PM
Yea the fire techniques look good to me now.

By emulate the eyes activating I'm assuming you mean the SLA wouldn't be continuously active?

Yup. For now I think we're better off not giving that part an upgrade...unless I made a feat for it, I guess.
---
I've adjusted the rate you acquire Evil Eye techniques and Illusion Techniques, as well as how often you can use Illusion Techniques; originally it took a full hour for a level 1 Illusion Uchiha to prep to Command a second person and when looking at this in a simulated game I realized that's horrible. By god was it horrible. Damn, it's not even Charm or anything. Damn.

It should now be much more enjoyable to be an Illusion Eye Uchiha or an Evil Eye Uchiha at low levels.

icefractal
2022-06-28, 07:41 PM
Looking at just the Uchicha Warrior class first -
I like the concept, but at first impression, this looks somewhat underpowered.
Sorry if this comes off a bit harsh, just evaluating it like it was a published class I was considering playing.

Let's consider the base combat ability -
Fairly MAD, needing Str, Dex, Con, and Cha.
It's probably worth getting Dex to attack and damage to help with that, but that's a couple feats spent.
You get IUS, decent at first level, but it doesn't scale. Will of Fire helps, but you suck against fire-resistant foes.
Moderate BAB and nothing special like Flurry.
Defense wise, light armor and you don't get Cha to AC until 7th level.
Net Result: not much of a warrior unless the class abilities add a lot.

Now the class abilities besides paths -
First Tomoe - fine but unimpressive, bonuses are small but useful. Detect Magic could honestly be at will.
Second Tomoe - nice, but late. Swordsage had this at 2nd level.
Third Tomoe - ditto, a nice bonus but comes pretty late in the game.
Will of Fire - decent, but requires using the unarmed strikes you have little support for without expensive items.
Uncanny Dodge - fine
Enduring Flame - fine
Evasion - fine, kind of late though
Fireball Technique - underwhelming for 6th level. It has a cooldown which makes it plausible 1/battle, probably twice at most. So pretty comparable to a top-level spell unless you have a lot of fights a day. And compared to Fireball, it's bad. Not very long range, pathetic splash damage in a small area, and the primary damage is nothing to write home about.
Wicked Flame - HD / 4 is a very small amount of damage, but it makes Will of Fire a bit better
Phoenix Feather Technique - not bad, it's handy and thematic, it's just not game-changing
Swift Tracker - fine
Burning Hate - it's fun, but 1d6/round is just very trivial at this level, so this is more of a flavor thing than a practical difference in combat
Grand Fireball Technique - insulting. You are a 14th level character and with the cooldown this is effectively once a battle. So it's competing with things like Chain Lightning, Disintegrate, Mass Flesh to Salt ... and it comes out very lacking. Especially the tiny area damage.
Internal Flame - fine, but as a 16th level character you could just straight-up give them immunity to fire
Majestic Destroyer Technique - the damage is still bad, but as a save-or-die it's good, and melting physical objects into slag could have utility; finally a somewhat impressive flame!
True Fire - nice

Ok, so there's plenty of handy stuff, but nothing that really leads to an impressive offense or defense. The paths are going to need to carry a lot.
First off, let's consider the design of the second/third path - the massive CL hit makes them almost worthless. -6 CL means that it's on par with your cohort's cohort's cohort - that as a 7th level character, you're throwing 1st level effects at foes and expecting that to be useful. -12 CL? Even worse.
Honestly, they don't need a CL penalty. Not getting the second/third ability is enough of a difference to make the first path more "primary", and because all the paths are active effects (as in, takes your actions to use), additional paths are more of a versatility upgrade than a significant power upgrade.
So we're going to be evaluating each path as a primary path, because the secondary / tertiary ones are going to be anemic regardless.

Imitation Path
So you get very slow casting, between a Bard and a Ranger. That's still decent for utility, but it's not good for using offensively. You also get a quite small spellbook capacity, so it's not like you're getting huge versatility from this.
But the main problem is that it makes the "copying" abilities fairly useless.
You're not going to counterspell **** with the second ability, because serious foes worth spending an action counterspelling are throwing 4th level spells at you, which you don't have. And while with full CL you can use Dispel Magic just fine (at 8th level, as one of your two or three 3rd level spells), you're not going to be able to cast anything impressive you dispel, because you don't have a high enough level slot to sacrifice.
Same problem at 13th level - you can capture the BBEG's 5th+ level spell, but you'll never be able to cast it.
Overall, not nearly enough to be a primary strategy for the character.

Evil Eye Path
This one is good (as long as it's your primary path), because action denial is useful at any level. Not sure why Staggered is above Dazed when it's strictly worse, but eh, being able to Daze more targets (or with a higher DC) is its own reward.
My only concern is that while the save mechanics (to prevent stun-locking a single foe, I assume) seem well enough balanced, they could be a pain in the ass to keep track of. Perhaps a flat +2 to saves for each time they've previously been affected by it would accomplish the same thing with less bookkeeping?
The upgrades are good too. Solid path, if potentially monotonous to use.

Illusion Eye Path
Depends on the campaign. If you have densely-packed battles like some dungeon crawls, the cooldown may be too much.
But otherwise, it seems like some useful abilities, and the upgrades are both nice.
The only issue (besides the bookkeeping, same as Evil Eye) is that it's a somewhat non-combat path, and in a combat-heavy campaign you might be stuck unimpressively melee attacking most of the time.

The paths help, but I still feel like the class needs a bit more oomph in combat.
Like from the design, the idea seems like you'd use your Path abilities some of the time but not every round, or in addition to "normal" combat.
But what is that normal combat? It's not ninjitsu, which could be represented as spells - but stronger ones than the Imitation Path gets.
And with 3/4 BAB, significant MAD, and not much source of bonus damage, it's not melee either.
This kind of feels like a class designed to fight foes who are significantly weaker - like you're 14th level and you're fighting a bunch of low-level goons, and in that case Grand Fireball Technique would be somewhat impressive, and your CL 8 and CL 2 paths might be useful.


Finally, it doesn't affect whether it's a good D&D class, but from a source material standpoint -
The fireball techniques are at too high a level for something that was used during chounin trials, way before unlocking the third tomoe.
Do Uchicha even have any special resistance to fire? I think they just dodge like everyone else.
It feels like a bit too much emphasis on fire (which yeah, they're good at, but other people can be just as good) as opposed to the prediction abilities of the Sharingan.

Doxkid
2022-06-29, 12:22 AM
Looking at just the Uchicha Warrior class first -
I like the concept, but at first impression, this looks somewhat underpowered.
Sorry if this comes off a bit harsh, just evaluating it like it was a published class I was considering playing.

Let's consider the base combat ability -
Fairly MAD, needing Str, Dex, Con, and Cha.
It's probably worth getting Dex to attack and damage to help with that, but that's a couple feats spent.
You get IUS, decent at first level, but it doesn't scale. Will of Fire helps, but you suck against fire-resistant foes.
Moderate BAB and nothing special like Flurry.
Defense wise, light armor and you don't get Cha to AC until 7th level.
Net Result: not much of a warrior unless the class abilities add a lot.

Now the class abilities besides paths -
First Tomoe - fine but unimpressive, bonuses are small but useful. Detect Magic could honestly be at will.
Second Tomoe - nice, but late. Swordsage had this at 2nd level.
Third Tomoe - ditto, a nice bonus but comes pretty late in the game.
Will of Fire - decent, but requires using the unarmed strikes you have little support for without expensive items.
Uncanny Dodge - fine
Enduring Flame - fine
Evasion - fine, kind of late though
Fireball Technique - underwhelming for 6th level. It has a cooldown which makes it plausible 1/battle, probably twice at most. So pretty comparable to a top-level spell unless you have a lot of fights a day. And compared to Fireball, it's bad. Not very long range, pathetic splash damage in a small area, and the primary damage is nothing to write home about.
Wicked Flame - HD / 4 is a very small amount of damage, but it makes Will of Fire a bit better
Phoenix Feather Technique - not bad, it's handy and thematic, it's just not game-changing
Swift Tracker - fine
Burning Hate - it's fun, but 1d6/round is just very trivial at this level, so this is more of a flavor thing than a practical difference in combat
Grand Fireball Technique - insulting. You are a 14th level character and with the cooldown this is effectively once a battle. So it's competing with things like Chain Lightning, Disintegrate, Mass Flesh to Salt ... and it comes out very lacking. Especially the tiny area damage.
Internal Flame - fine, but as a 16th level character you could just straight-up give them immunity to fire
Majestic Destroyer Technique - the damage is still bad, but as a save-or-die it's good, and melting physical objects into slag could have utility; finally a somewhat impressive flame!
True Fire - nice

Ok, so there's plenty of handy stuff, but nothing that really leads to an impressive offense or defense. The paths are going to need to carry a lot.
First off, let's consider the design of the second/third path - the massive CL hit makes them almost worthless. -6 CL means that it's on par with your cohort's cohort's cohort - that as a 7th level character, you're throwing 1st level effects at foes and expecting that to be useful. -12 CL? Even worse.
Honestly, they don't need a CL penalty. Not getting the second/third ability is enough of a difference to make the first path more "primary", and because all the paths are active effects (as in, takes your actions to use), additional paths are more of a versatility upgrade than a significant power upgrade.
So we're going to be evaluating each path as a primary path, because the secondary / tertiary ones are going to be anemic regardless.

Imitation Path
So you get very slow casting, between a Bard and a Ranger. That's still decent for utility, but it's not good for using offensively. You also get a quite small spellbook capacity, so it's not like you're getting huge versatility from this.
But the main problem is that it makes the "copying" abilities fairly useless.
You're not going to counterspell **** with the second ability, because serious foes worth spending an action counterspelling are throwing 4th level spells at you, which you don't have. And while with full CL you can use Dispel Magic just fine (at 8th level, as one of your two or three 3rd level spells), you're not going to be able to cast anything impressive you dispel, because you don't have a high enough level slot to sacrifice.
Same problem at 13th level - you can capture the BBEG's 5th+ level spell, but you'll never be able to cast it.
Overall, not nearly enough to be a primary strategy for the character.

Evil Eye Path
This one is good (as long as it's your primary path), because action denial is useful at any level. Not sure why Staggered is above Dazed when it's strictly worse, but eh, being able to Daze more targets (or with a higher DC) is its own reward.
My only concern is that while the save mechanics (to prevent stun-locking a single foe, I assume) seem well enough balanced, they could be a pain in the ass to keep track of. Perhaps a flat +2 to saves for each time they've previously been affected by it would accomplish the same thing with less bookkeeping?
The upgrades are good too. Solid path, if potentially monotonous to use.

Illusion Eye Path
Depends on the campaign. If you have densely-packed battles like some dungeon crawls, the cooldown may be too much.
But otherwise, it seems like some useful abilities, and the upgrades are both nice.
The only issue (besides the bookkeeping, same as Evil Eye) is that it's a somewhat non-combat path, and in a combat-heavy campaign you might be stuck unimpressively melee attacking most of the time.

The paths help, but I still feel like the class needs a bit more oomph in combat.
Like from the design, the idea seems like you'd use your Path abilities some of the time but not every round, or in addition to "normal" combat.
But what is that normal combat? It's not ninjitsu, which could be represented as spells - but stronger ones than the Imitation Path gets.
And with 3/4 BAB, significant MAD, and not much source of bonus damage, it's not melee either.
This kind of feels like a class designed to fight foes who are significantly weaker - like you're 14th level and you're fighting a bunch of low-level goons, and in that case Grand Fireball Technique would be somewhat impressive, and your CL 8 and CL 2 paths might be useful.


Finally, it doesn't affect whether it's a good D&D class, but from a source material standpoint -
The fireball techniques are at too high a level for something that was used during chounin trials, way before unlocking the third tomoe.
Do Uchicha even have any special resistance to fire? I think they just dodge like everyone else.
It feels like a bit too much emphasis on fire (which yeah, they're good at, but other people can be just as good) as opposed to the prediction abilities of the Sharingan.


Hell yeah, that's what I'm talking about! No need to spare my feelings, I like information more.

Combat ability:
I would argue that it only needs Cha, Con, and one combat ability score of your choice; Dex is my recommendation since it stacks up your AC, allows for Two Weapon Fighting (which you can explicitly use IUS for), and allows you to take advantage of the Phoenix Feather ability to do ranged attacks (which also appreciates TWF). Since Con is a gimme requirement you mostly just need Cha and Dex along with the normal amount of Con for a d8 melee class, with Cha taking priority because of how ubiquitous it is throughout the class. Strength is always nice to have, of course; if you're using Dice Rolls to generate stats it's worthwhile to put the 4th highest stat into Strength, but the laziest possible build is just the rogue but better in straight fights and weaker as a flanker.

Having a high Str, Dex, Con, and Cha is a luxury situation that's probably the result of high dice rolls. Uchiha can certainly use a bunch of high stats, but even just Con and one of the other major 3 is enough for it to work even if you probably won't be happy about the situation.

The Class certainly has enemy types it doesn't deal with easily though, and this really shows in the first 5 levels: Undead/constructs ignore Illusion techniques, your spellcasting isn't strong enough to fully carry you (and never will be, bth), and Fire immune enemies ignore your Will of Fire damage. If you encounter a Fire immune Undead that needs full casting to deal with then you're done for, but the rogue would probably not fare any better. That said, Evil Eye Techniques are basically unstoppable though and through if you take that as your main path; Evil Eye Techniques target Will save so Undead and Constructs don't get their Object-Immunity to Fort saves, and the various effects are related to enchantment spells, but don't actually carry the tags so Immunity to Mind Effects doesn't work either. Starting as an Evil Eye Uchiha is definitely the most reliable for early game if you have concerns about enemy types.

First Tomoe: We've bounced around the idea of upgrading Detect Magic to stronger Divination effects or making Detect Magic a faster action; Move Activation, Swift maintenance?
Second and Third Tomoe: Aye, the these come online pretty late. I think they both hit when you really start to need the bonuses and both are normally things you would need to dip-hunt for anyway.

Fireball/Grand Fireball/Majestic Destroyer: I actually just finished nerfing these guys because the damage was stated to be too high. Since some reviews are suggesting they were too strong and you believe they're too weak for their long cooldown, I'll try reducing the cooldown to see if that brings them to a good spot.

*Fireball: (2d6+Cha Mod) Fire damage ranged touch attack, no save, and Fort Save or be Dazed. (1d6+Cha Mod) Fire damage burst, with save. No Cooldown. Standard Action
*Phoenix Feathers: (2d6) Fire damage Ranged Touch attack, no save. (1d6) fire damage with any ranged weapon. No CD. Attack Action.
*Grand Fireball: (6d6+Cha Mod) Fire damage ranged attack, no save, and Fort Save or Stunned. (3d6+Cha Mod) fire damage burst, with save. 1d4 round CD. Standard Action
*Majestic Destroyer: (10d6+Cha Mod) Fire damage ranged attack, no save, and Fort Save or Die. (5d6+Cha Mod) Fire damage cone, with save. AOE Effects. 1d4+2 round CD. Fullround Action

^Change log: All four attacks target touch AC now AND got (Cha mod) damage added back to their secondary damage burst. Fireball loses it's Cooldown entirely, Grand Fireball is reduced to 1d4 CD from 2d4+2 CD. Majestic Destroyer is 1d4+2 down from 3d4+3.

Wicked Flame: I'll buff this with a copy of True Fire; any fire attack, effect, or flame you have touched gain this damage. This is mostly to help Burning Hate a bit.

Phoenix Feather: Yup

Burning Hate: I agree that this is functionally a flavor/fluff ability, but I do like the direct and explicit option to do collateral damage. I buffed it to also ignite objects, which can in turn ignite creatures.

Internal Flame: Alright, Immunity to fire and fire effects (with the ability to lower this immunity as a free action) has been granted!

--
Removing the CL penalty and instead taking away some of the Tomoe abilities sounds good. Really, really good. I'll work on that tonight/tomorrow.

Imitation Eye: Clarified that it's Traditional Spellbook + Each Sharingan. I actually feel like the Sharingan have HUGE capacity as spellbooks since each eye is (HD + Cha Score) and you have a decent chance of retaining it if enemies aren't ware of what you are when they capture you since dismembering a captive isn't normally a first move you make. Since your stuck with lower level spells you'll be able to fit plenty into these and you can still use a normal spellbook if you like.

The Copying ability does need work. I'll fiddle with it

Evil Eye: Dazed and Staggered were supposed to be something else and are in the Uchiha/Mangekyou tables as a clerical error. For now I've directly swapped Dazed for Fatigued, and Staggered for Exhausted while I figure out where the mistake was and what was meant to be there in their places; this is a straight nerf, but that legitimately wasn't supposed to be there.

Illusion: Definitely the most questionable Path for normal use, but it's also the most rewarding as a main path since you can eventually apply three control spells and two illusion spells all in a single round as your '3 Tomoe capstone'.
--
I would argue that it generally shines against both a large number of weak enemies, or a very small number of elite enemies:

Evil Eye specifically targets either mooks with wide AOE control effects, or elites when you stack DCs to take one enemy out of the fight.

Imitation Eye doesn't give you a lot of powerful magic, but the Wizard spell list is more than deep enough to for you to dive in and drag out something for most situations; Enervation, Dimension Door, Fly, Web, Mind Fog, and Greater Magic Weapon give you plenty to work with for most situations

Illusion Eye is extremely sensitive to campaign type.
---
I'll hopefully have a revised version of the Paths in 24 hours or so; I really, really like the idea of losing your 3rd tomoe ability and 2+3 tomoe abilities, for your 2nd path and 3rd path respectively. Thank you for the review and especially for that suggestion!

YuweaCurtis
2022-06-29, 04:51 PM
Am I the only one near stroke status hearing the word "spellbook" and "Uchiha" in the same sentence. Might as well call it Evil Eye Fire Wizard. Both Shinobi and Uchiha don't nearly have a bunch of support "spells" and is more of offensive techniques. That they don't have to study day by day. So I really don't know why you are on this prepared kick rather than spontaneous.

Doxkid
2022-06-29, 06:36 PM
Am I the only one near stroke status hearing the word "spellbook" and "Uchiha" in the same sentence. Might as well call it Evil Eye Fire Wizard. Both Shinobi and Uchiha don't nearly have a bunch of support "spells" and is more of offensive techniques. That they don't have to study day by day. So I really don't know why you are on this prepared kick rather than spontaneous.

Mostly because it was harder to do the other way around. The thought process was something like "Ok, they're probably Spontaneous casters. Also they can always learn new spells. Wait. Beholder Mage. I'm making Beholder Mage. Alright, that idea doesn't work." and after fiddling with it several times I decided on this route instead.
---
The caster level penalty has been removed!
---
Changed the Int requirement for spellcasting over to Charisma, so now both DCs and spell access are Charisma based. 4th level spells (5th for specific types) aren't worth the hassle of booting Int AND Charisma.

Doxkid
2022-07-24, 12:14 PM
Upgrades, people! Upgrades!
-

Illusion Path grants Illusion Techniques MUCH more often; I brought it from a 5 minute cooldown down to a 15 round (or lower) cooldown when you are starting out. Max level cooldowns are higher across the board.

Redistributed the Fire Techniques and added 'Imperial Fireball' to the progression: Fireball, Grand Fireball, Imperial Fireball, Majestic Destroyer. Slight upgrade to the damage of the later Fire Techniques; we went from [2d6/1d6, 6d6/3d6, 10d6/5d6] to [2d6/1d6, 5d6/3d6, 9d6/5d6, 12d6/7d6].

No dead levels.

Added the Blossoming Phoenix Flower technique: a (Fireball, Grand Fireball, Imperial Fireball) forms a cage around the subject instead of exploding, dealing explosion damage to creatures adjacent, or within the cage. Double damage to creatures passing through the cage. Extinguished with (Charisma Score) Cold damage, or (Charisma Modifier) gallons of water. 1 Minute cooldown, and puts the Fire Technique is was created with on cooldown (normal cooldown, not 1 minute) as well.

Evasion (level 5) and Mettle (level 8), Improved Evasion (Level 15) and Improved Mettle (Level 18).

Modified Flurry of Blows: 1 extra attack with a qualified weapon for free, 2 extra attacks with a qualified weapon at a -1 penalty on all attacks for that round.

Uncanny dodge upgrades to Improved Uncanny Dodge at level 12.

Sharingan is properly split into 2 Tomoe/2nd Path, and 3 Tomoe/3rd Path; no more confusion about whether you get a freebie upgrade with Grafts or other trickery..

2nd Tomoe grants (Charisma Bonus/2) to AC AND Saves. 3rd Tomoe grants (Charisma Bonus) to AC AND Saves. Now both are online earlier, but you need 13 levels minimum to get the full benefit.
--
Mangekyou also benefited from the Illusion Technique changes; the Cooldown for each Illusion Mangekyou Technique has been lowered from [5, 3, 1 minutes] to [20, 15, 19 rounds].
----
More feats!
Yin Meister: Lowers the Cooldown for all of your illusion techniques by 1 round, or increases the DC of a specific Illusion Technique by 1 if the CD was already 1 round.
Maddening Gaze: Increases the number of targets you can affect with all of your Evil Eye Techniques by 1

Doxkid
2023-02-05, 04:06 PM
Sharingan Master
Requirements:
Must possess a Sharingan Graft or the 'Ocular Atavism (https://forums.giantitp.com/showsinglepost.php?p=25382921&postcount=4)' feat

Hit Die: d8
Skill Points: 4 + Int
Level
BABFortReflexWillSpecial

1st
+1
+0
+2
+21 Sharingan Tomoe, 1st Sharingan Path

2nd
+2
+0
+3
+3Improved Unarmed Strike, Perfect Insight (Detect Magic)

3rd
+3
+1
+3
+3Track, Evasion

4th
+4
+1
+4
+42 Sharingan Tomoe, 2nd Sharingan Path

5th
+5
+1
+4
+4Flurry of Blows, Perfect Insight (See Invisibility)

6th
+6/+1
+2
+5
+5Uncanny Dodge, Iron Mind

7th
+7/+2
+2
+5
+53 Sharingan Tomoe, 3rd Sharingan Path

8th
+8/+3
+2
+6
+6Greater Flurry of Blows, Perfect Insight (Arcane Sight)

9th
+9/+4
+3
+6
+6Swift Tracker, Internal Flame

10th
+10/+5
+3
+7
+7Improved Uncanny Dodge, Ocular Ascension


Class Skills:
The Sharingan Master’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Class Features:
Weapon and Armor Proficiency
A Sharingan Master is proficient with all simple weapons, plus the bastard sword, javelin, kama, kukri, longsword, nunchaku, sai, short sword, shuriken, and siangham. Sharingan Masters are not proficient with any armor and shields

Sharingan
At 1st level you awaken the first Tomoe of your Sharingan and officially step onto the path of a Sharingan Master, gaining the benefit of one Sharingan Path and acquiring a Caster level equal to your Level for this Sharingan Path. Sharingan Masters only gain access to an ability within a Sharingan Path when their Caster Level for that Sharingan Path equals or exceeds the minimum listed next to the ability. A Blind Sharingan Master loses access to all abilities granted by, or dependent on, their Sharingan while Blind.

In addition to the paths you choose you gain a (1 + Level/3) Bonus to your your Search, Spot, and Survival skills.

Taking the Imitation path grants you limited power over Arcane Magic.

As an Imitation Path Sharingan Master you learn, cast, and prepare arcane spells chosen from the Wizard/Sorcerer spell list as a Wizard does except you may use both traditional spellbooks and your Sharingan Eyes when recording and preparing spells. Count each of your Sharingan as an individual spellbook with each Sharingan possessing (HD + Charisma Score) ‘pages’; recording a spell into a Sharingan fills one ‘page’ per level of the spell, or directly fills one ‘page’ if that spell is a cantrip. The number of 'pages' in a Sharingan automatically increase and decrease 24 hours after a significant change to your Hit Dice or Charisma Score. Should you ever lose pages in a Sharingan you must choose which spell recorded in that Sharingan eye you lose the ability to prepare, but you do not need to 'erase' that spell from that Sharingan eye; should you later increase the number of pages in that Sharingan Eye you immediately regain the ability to prepare the relevant spell again.

Recording new spells into a Sharingan requires the use of expensive incense which are burned in the process; otherwise the process and cost is identical to a wizard copying spells into their spellbook. Alternatively you may record a spell into a Sharingan without expending any expensive materials by studying the spell and then becoming Blind in that eye for two days per page the spell would occupy; this process does not do any permanent damage to you or your eyes and is, in all regards other than cost and time consumed, identical to the normal process of recording a new spell into a spellbook or into a Sharingan.

As an Imitation Sharingan Master you may “lose” any prepared spell to spontaneously cast a spell that is recorded in both of your Sharingan; the “lost” spell must be the same spell level or higher than the spell being cast spontaneously. Casting a spell Spontaneously in this way may be done up to (1 + HD/2) times per day.

To prepare or cast a spell you must have an Charisma score of at least (10 + the spell level). The Difficulty Class for a saving throw against Imitation Path spells are (10 + spell level + Charisma Bonus). The Imitation Sharingan Master’s spells per day are noted on the following table and you gain bonus spells for a high Charisma score, just as a Sorcerer would.




Caster
Level

0th
1st
2nd
3rd
4th



1
2
1
-
-
-



2
3
1
-
-
-



3
3
1
-
-
-


4
3
2
1
-
-



5
4
2
1
-
-



6
4
2
1
-
-



7
4
3
2
1
-



8
5
3
2
1
-



9
5
3
2
1
-



10
5
4
3
2
1



*11
6
4
3
2
1



*12
6
4
3
2
1



*13
6
5
4
3
2



*14
7
5
4
3
2



*15
7
5
4
3
2



*16
7
6
5
4
3



*17
8
6
5
4
3



*18
8
6
5
4
3



*19
8
7
6
5
4



*20
9
7
6
5
4


2nd Tomoe: Upon gaining your 2nd Tomoe your eyes imbue you with talent for certain spells. You may now learn and cast Illusion, Enchantment, and Fire-descriptor spells as if these spells were one level lower than their usual spell level, to a minimum of 0th level. The DCs and effects for these spells remain as they would be if cast at their usual spell level; the Arcane Strike feat grants benefits as if these spells were the usual level, and so on. This stacks with other spell level altering effects.

3rd Tomoe: Upon gaining your 3rd Tomoe your mastery of your favorite spells has progressed beyond normal limits. You now cast spells that are recorded in both of your Sharingan eyes as if they were one level lower than their usual spell level, to a minimum of 0th level. The DCs and effects for these spells remain as they would be if cast at their usual spell level; the Arcane Strike feat grants benefits as if these spells were the usual level, and so on. This stacks with other spell level altering effects such as the effect of your 2nd Sharingan; a Fireball spell recorded in both of your eyes could be cast from a 1st level spell slot, but have the DC of a 3rd level spell.


Taking the Evil Eye path grants you an powerful advantage against enemies dependent on visual perception; as an Evil Eye Uchiha you gain a (HD * 5) foot range Gaze Attack which automatically renders all enemies possessing normal vision, Low Light Vision, or Dark Vision that meet your gaze in a particular round Sickened for 1 round. There is no Saving Throw against this effect, though enemies that successfully injure you are immune to this aspect of your Evil Eye for 1 Hour or until they fail a saving throw against one of your Evil Eye Techniques, whichever comes first.

As a Fullround Action you may focus your ocular power upon enemies within range of your Gaze Attack and attempt to apply an Evil Eye Technique to them; the Table below indicates what at what Evil Eye Caster Level you gain access to each Evil Eye Technique, and how many enemies you may target with that effect. In addition to the base number of targets for each Evil eye Technique you also gain bonus targets for a high Charisma score, just as a Sorcerer would gain bonus spells for a high Charisma Score; each Evil Eye Technique's equivalent spell level is listed below the technique's description. Regardless of how many different Evil Eye Techniques have learned you may only use a single Evil Eye Technique in a given turn; for example, should you attempt to Fascinate even a single enemy you may not attempt to Slow any enemies until your next turn.

The most extreme application of the Evil Eye path is to curse an enemy at the cost of Blindness in one of your eyes. As a Fullround Action you may subject a foe you have Line of Sight to within range of your Evil Eye Gaze Attack to the Bestow Curse spell except the foe is not immediately afforded a saving throw against the effect. When the foe leaves the range of your Gaze Attack or your Line of Sight they are then allowed a Will Save DC (HD + Cha Bonus) to end the curse immediately; on a failed save the foe remains cursed and the foe is allowed another save one hour later, and each hour thereafter if necessary, to remove the curse. Regardless of how long a foe remains cursed you are Blinded in one eye for 2 Hours immediately upon using this ability.

All Evil Eye Techniques are Supernatural Effects with a Will Save DC of (10 + Cha Bonus) to resist the technique’s effect; the the description of the conditions you can apply are listed below. When using an Evil Eye Technique you may superimpose an effect on a fewer enemies instead of targeting the maximum number of individuals; the DC that enemy must save against is increased by +1 for every two applications of the technique targeting them. Evil Eye Techniques last a maximum of (1 + CL/5) rounds.

As a Swift Action you may release a target from your own Evil Technique or make an opposed Caster Level Check to dispel any status condition you can apply with a known Evil Eye Technique on a single target within your Gaze Attack range; you may even attempt to Dispel one of these effects acting upon you, regardless of whether you would normally be allowed to take actions while under this effect.




Caster
Level
(#) Enemies
Slowed
(#) Enemies
Confused
(#) Enemies
Fascinated
(#) Enemies
Enraged
(#) Enemies
Frightened




1
3
2
-
-
-



2
4
2
-
-
-



3
4
2
-
-
-



4
5
3
2
-
-



5
5
3
2
-
-



6
6
3
2
-
-



7
6
4
3
2
-



8
7
4
3
2
-



9
7
4
3
2
-



10
8
5
4
3
2



*11
8
5
4
3
2



*12
9
5
4
3
2



*13
9
6
5
4
3



*14
10
6
5
4
3



*15
10
6
5
4
3



*16
11
7
6
5
4



*17
11
7
6
5
4



*18
12
7
6
5
4



*19
12
8
7
6
5



*20
13
8
7
6
5


2nd Tomoe: Upon gaining your 2nd Tomoe you may now perform Evil Eye Techniques as a Standard Action.

3rd Tomoe: Upon gaining your 3rd Tomoe you may now perform Evil Eye techniques as a Move Action.

Slow: A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed, rounding down to the next 5-foot increment, which affects the creature’s jumping distance as normal for decreased speed.

The Slowing Evil Eye Technique is Equivalent to a 0th level spell; a Cantrip.

Confuse: A confused character’s actions are determined by rolling a d4 at the beginning of his turn: on a 4 the character acts normally; on a 3 the character can do nothing but babble incoherently; on a 2 the character flees away from caster at top possible speed; on a 1 the character attacks the nearest creature (for this purpose, a familiar counts as part of the subject’s self). A confused character who cannot carry out the indicated action does nothing but babble incoherently, regardless of the rolled result.

Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

The Confusing Evil Eye Technique is Equivalent to a 1st level spell.

Fascinate: A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon or casting a spell or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a Move Action.

The Fascinating Evil Eye Technique is Equivalent to a 2nd level spell.

Enrage: An Enraged character attacks the nearest creature (for this purpose, a familiar counts as part of the subject’s self) each round. An Enraged character who can’t carry out the indicated action does nothing but howl, rant, and scream incoherently.

Attackers are not at any special advantage when attacking an Enraged character. Any Enraged character who is attacked automatically attacks its attackers on its next turn, as long as it is still Enraged when its turn comes. An Enraged character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

The Enraging Evil Eye Technique is Equivalent to a 3rd level spell.

Frighten: A frightened character flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

The Frightening Evil Eye Technique is Equivalent to a 4th level spell.


Taking the Illusion Eye Path grants you exceptional power over the minds of others; as an Illusion Eye Uchiha you gain a (5 foot radius +5 feet per two Levels) Illusion Aura that automatically renders all enemies within this range Shaken for 1 round. There is no Saving Throw against this effect, though enemies that successfully injure you are immune to this aspect of the Illusion Eye for 1 hour.

As a Fullround Action you may perform an Illusion Technique to alter reality for a target creature or location within range of your Illusion Aura; the Table below indicates at what Illusion Path caster level you gain access to each Illusion Technique and how long you must wait after using each technique before it may be used again.

With a Fullround Action you may instead reach beyond the limits of mere illusion to mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of (1 + HD/3) level or lower at the cost of Blindness in one of your eyes for 2 hours per level of the spell mimicked. The mimicked spell functions identically to the Shadow Conjuration or Shadow Evocation with a save DC equal to (10 + HD/2 + Cha Bonus); this DC is used for both the normal DC of the spell, if any, and for the Will save to disbelieve the spell. On a successful Will Save to disbelieve the mimicked spell the spell's strength is reduced to (25 + 2.5 * HD)% of the usual spell.

All Illusion Techniques are Spell-like abilities with a Save DC of (10 + Cha Bonus) that function as the spell of the same name. By doubling the cooldown of an Illusion Technique you may increase the DC of that technique by 1; these doublings and DC increases stack additively up to a maximum DC increase of (Level/2) and a maximum Cooldown increase of (Level/2) times the base cooldown.

Illusion Techniques last a maximum of (1 + CL/5) minutes or the normal duration, whichever would be less. As a Swift Action during your turn you may release or exclude a target from some or all of your own Illusion Techniques.




Caster
Level

Command (Cooldown)
Major Image (Cooldown)
Suggestion (Cooldown)
Seeming (Cooldown)
Charm Monster (Cooldown)



1
6 Rounds
9 Rounds
-
-
-



2
6 Rounds
8 Rounds
-
-
-



3
6 Rounds
8 Rounds
-
-
-



4
5 Rounds
8 Rounds
9 Rounds
-
-



5
5 Rounds
7 Rounds
8 Rounds
-
-



6
5 Rounds
7 Rounds
8 Rounds
-
-



7
5 Rounds
7 Rounds
8 Rounds
9 Rounds
-



8
4 Rounds
6 Rounds
7 Rounds
8 Rounds
-



9
4 Rounds
6 Rounds
7 Rounds
8 Rounds
-



10
4 Rounds
6 Rounds
7 Rounds
8 Rounds
9 Rounds



*11
4 Rounds
5 Rounds
6 Rounds
7 Rounds
8 Rounds



*12
3 Rounds
5 Rounds
6 Rounds
7 Rounds
8 Rounds



*13
3 Rounds
5 Rounds
6 Rounds
7 Rounds
8 Rounds



*14
3 Rounds
4 Rounds
5 Rounds
6 Rounds
7 Rounds



*15
3 Rounds
4 Rounds
5 Rounds
6 Rounds
7 Rounds



*16
2 Rounds
4 Rounds
5 Rounds
6 Rounds
7 Rounds



*17
2 Rounds
3 Rounds
4 Rounds
5 Rounds
6 Rounds



*18
2 Rounds
3 Rounds
4 Rounds
5 Rounds
6 Rounds



*19
2 Rounds
3 Rounds
4 Rounds
5 Rounds
6 Rounds



*20
1 Round
2 Rounds
3 Rounds
4 Rounds
5 Rounds


2nd Tomoe: Upon gaining your 2nd Tomoe you may now choose to use your Illusion Techniques as a Standard Action.

3rd Tomoe: Upon gaining your 3rd Tomoe you may now choose to use your Illusion Techniques as a Move Action.

Improved Unarmed Strike (EX): At Second level you receive 'Improved Unarmed Strike' as a bonus feat. Unarmed Attacks may be made with either fist interchangeably or even from elbows, knees, and feet, allowing you to even make Unarmed Strikes with your hands full. Usually these Unarmed Strikes deal lethal damage, but you can choose to deal nonlethal damage instead with no penalty on your attack roll; this option is also available while grappling.

Treat your Unarmed attacks as both natural and manufactured weapons for purposes of spells and effects that can enhance either type of attack. You may make an off hand attack with an Unarmed Strike.

When using weapons as part of a Flurry of Blows you apply your Strength bonus (not Str bonus × 1½ or ×½) to your damage rolls for all successful attacks regardless of whether you wield that weapon in one or both hands.

Perfect Insight (Detect Magic) (EX): By drawing upon the power of your Sharingan you can temporarily see the hidden magic of the world. Perfect Insight may be activated as a Swift Action or Deactivated as a Free Action, and can be used (Level) rounds each day at no risk to you; the minimum increment of time expended is 1 round even if Perfect Insight is activated and immediately deactivated within that same round. While Perfect Insight (Detect Magic) is active you gain the benefits of the ‘Detect Magic’ spell except you do not need to concentrate to maintain this effect; merely maintaining Perfect Insight while keeping a subject within the 60 ft range for multiple consecutive rounds grants you additional information about that subject.

Perfect Insight may be used in excess of your daily limit but doing so greatly strains your vision; at the end of each round you have used Perfect Insight in excess of your Daily limit you must make a Fortitude Save DC (10 + Excess rounds of Perfect Insight). On a successful save you suffer no ill consequence. On a Failed Save you are Blinded for 1 minute and may not activate Perfect Insight until you have rested for 24 hours.

Track: You gain ‘Track’ as a Bonus Feat.

Evasion: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are not Blind.

Sharingan
At 4th level you awaken another Tomoe in your Sharingan, simultaneously improving the abilities you have already learned while gaining new tools to wield in battle. You gain the Second Tomoe ability of your First Sharingan Path and gain access to a Second Sharingan Path; while your Caster Level for this Second Sharingan Path is the same as your First Sharingan Path you are treated as only having 1 Tomoe when using the abilities of this Second Sharingan Path.

You also gain a bonus to your AC and Saving Throws equal to half your Charisma Bonus (if any); this Bonus to AC applies even against Touch Attacks or when Flat Footed. You lose these bonuses while Blind.

Flurry of Blows: At level 5 when attacking as a Standard Action or Fullround Action you may now make one extra attack at your highest base attack bonus by applying a -1 penalty to all attacks you make that round. This penalty lasts for 1 round, so it also affects attacks of opportunity you might make before your next action.

When using Flurry of Blows you may only attack with unarmed strikes or with the weapons you are proficient with from the Sharingan Master class; other than your Unarmed Strike, the weapons you are allowed use with Flurry of Blows can be found in the ‘Weapon Proficiency’ entry above. You may attack with unarmed strikes and Sharingan Master weapons interchangeably as desired.

Perfect Insight (See Invisibility) (EX): Little can hide from the power of your eyes. Upon activating Perfect Insight may you choose to gain the benefits of either ‘Detect Magic’ or 'See Invisibility'.

When used for See Invisibility your Perfect Insight grants you the benefits of the ‘See Invisibility’ spell. Each round you gain See Invisibility from Perfect Insight in excess of your daily limit you must make a Fortitude Save DC (10 + Excess rounds of Perfect Insight * 2). On a successful save you suffer no ill consequence. On a Failed Save you are Blinded for 1 minute and may not activate any version of Perfect Insight until you have rested for 24 hours.

You no longer count rounds of using Perfect Insight for ‘Detect Magic’ against your daily limit; even if you have exceeded your daily limit you do not need to make a Fortitude Save to maintain the ‘Detect Magic’ effect safely, though you must still make Fortitude Saves to use the ‘See Invisibility’ effect safely.

Uncanny Dodge: Upon gaining your 6th level your eyes help you react to danger before your mind fully processes what you see. You retain your Dexterity Bonus to AC even if caught flat-footed or struck by an invisible attacker, but lose your Dexterity Bonus to AC if immobilized or blinded.

If you already have Uncanny dodge from a second class you automatically gain Improved Uncanny Dodge instead, and the levels from the classes that grant Uncanny Dodge stack to determine the minimum rogue level required to flank you.

Iron Mind(Ex): Beginning at 6th level, your focused spiritual allows you to see the flaws of magical effects that would subvert your will. If you make a successful Will saving throw against any spell or special ability that would normally be reduced by a successful save, you suffer no effect from the attack. This includes any effect with a saving throw entry of "Will half" or "Will partial," as well as any other attack that applies a lessened effect with a successful Will saving throw.

Sharingan
At 7th level you awaken the final Tomoe in your Sharingan, perfecting the abilities you have already learned while gaining access to your final Sharingan Path. You gain the Third Tomoe ability of your First Sharingan Path, the Second Tomoe ability of your Second Sharingan Path, and gain access to the Third Sharingan Path; while your Caster Level for your Third Sharingan Path is the same as your First and Second Sharingan Paths you are treated as only having 1 Tomoe when using the abilities of this Third Sharingan Path.

The defenses granted by your 2nd Tomoe improves, instead granting a bonus to your AC and Saving Throws equal to your Charisma Bonus (if any); this Bonus to AC applies even against Touch Attacks or when Flat Footed. While Blind this bonus to AC and Saves is halved.

Greater Flurry of Blows: At level 8 when using Flurry of Blows you may make two extra attacks at your highest base attack bonus by applying a -2 penalty to all attacks you make that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action.

Perfect Insight (Arcane Sight) (EX): You magic of the world lays itself bare before your eyes. Upon activating Perfect Insight may you choose to gain the benefits of either ‘Detect Magic’ or 'See Invisibility' or ‘Arcane Sight’.

When used for ‘Arcane Sight’ your Perfect Insight grants you the benefits of the ‘Arcane Sight spell, except you can concentrate on specific creatures to gain information about their spellcasting ability as a Move Action instead of a Standard Action. Each round you gain ‘Arcane Sight’ from Perfect Insight in excess of your daily limit you must make a Fortitude Save DC (10 + Excess rounds of Perfect Insight * 3). On a successful save you suffer no ill consequence. On a Failed Save you are Blinded for 1 minute and may not activate any version of Perfect Insight until you have rested for 24 hours.

You no longer count rounds of using Perfect Insight for ‘See Invisibility’ against your daily limit; even if you have exceeded your daily limit you do not need to make a Fortitude Save to maintain the ‘See Invisibility’ effect safely, though you must still make Fortitude Saves to use the ‘Arcane Sight’ effect safely.

Swift Tracker : As an 9th level Sharingan Master you can move at your normal speed while following tracks without taking the normal -5 penalty. You only take a -10 penalty instead of the normal -20 when moving at up to twice your normal speed while tracking.

Internal Flame (EX): As long as there is a fire within the heart of a 9th level Sharingan Master the flames of the material world can do little to harm you. You now half any fire damage you would take before your resistances are applied.

Improved Uncanny Dodge (Ex)
At 10th level you can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you unless the attacker has at least four more Rogue levels than you have Sharingan Master levels.

Ocular Ascension: At 10th level you dig out some of the ancient power hidden within your eyes. You gain any [Ocular] feat listed here (https://forums.giantitp.com/showsinglepost.php?p=25382921&postcount=4).

Special: A Sharingan Master who later gains a spellcasting prestige class may advance his Imitation Eye spellcasting, Evil Eye Techniques, and Illusion Eye Techniques beyond the scope of 10 class levels; a * indicates abilities that have progressed beyond the normal scope of this class. A Uchiha Warrior who qualifies as a Sharingan Master may choose to trade in levels of Uchiha Warriors at a 1 to 1 exchange rate.